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* rocks.c (hit_rock, pixel_hit_rock): fix more possible bugs.
[vor.git] / main.c
diff --git a/main.c b/main.c
index 3fbe7a6..a0b50cc 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 "globals.h"
-#include "rocks.h"
-#include "score.h"
-#include "shape.h"
-#include "sound.h"
-
+#include <argp.h>
 #include <math.h>
 #include <SDL/SDL.h>
 #include <SDL/SDL_image.h>
 #include <stdio.h>
 #include <stdlib.h>
 #include <string.h>
-#include <unistd.h>
 
 #include "SFont.h"
 
+#include "args.h"
+#include "common.h"
+#include "config.h"
+#include "dust.h"
+#include "file.h"
+#include "globals.h"
+#include "mt.h"
+#include "rocks.h"
+#include "score.h"
+#include "shape.h"
+#include "sound.h"
+
 // ************************************* VARS
 // SDL_Surface global variables
 SDL_Surface 
@@ -55,31 +55,35 @@ SDL_Surface
        *surf_life,     // Indicator of number of ships remaining
        *surf_rock[NROCKS],     // THE ROCKS
        *surf_font_big; // The big font
+       
 
 SFont_Font *g_font;
 
 // Structure global variables
 struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
 struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
-struct spacedot sdot[MAXSPACEDOTS];
 
 // Other global variables
 char topline[1024];
 char *initerror = "";
 
 struct shape shipshape;
-float shipx = 320.0, shipy = 240.0;    // X position, 0..XSIZE
-float shipdx,shipdy;   // Change in X position per tick.
-float screendx = 7.5, screendy = 0.0;
+float shipx = XSIZE/2, shipy = YSIZE/2;        // X position, 0..XSIZE
+float shipdx = SCREENDXMIN, shipdy = 0.0;      // Change in X position per tick.
+float screendx = SCREENDXMIN, screendy = 0.0;
 float xscroll, yscroll;
-float gamerate;  // this controls the speed of everything that moves.
-
-int nships,score,initticks,ticks_since_last, last_ticks;
-int gameover;
-int maneuver = 0;
-int sound_flag, music_flag;
-int tail_plume; // display big engine at the back?
-int friction;  // should there be friction?
+float back_dist;
+
+// all movement is based on t_frame.
+float t_frame;  // length of this frame (in ticks = 1/20th second)
+int ms_frame;   // length of this frame (milliseconds)
+int ms_end;     // end of this frame (milliseconds)
+
+float bangx, bangy, bangdx, bangdy;
+
+int nships,score;
+int jets = 0;
+
 float fadetimer = 0, faderate;
 
 int pausedown = 0, paused = 0;
@@ -101,7 +105,7 @@ float state_timeout = 600.0;
 #define NSEQUENCE 2
 char *sequence[] = {
        "Press SPACE to start",
-       "http://qualdan.com/vor/"
+       "http://herkamire.com/jason/vor"
 };
 
 int bangdotlife, nbangdots;
@@ -111,12 +115,9 @@ char *data_dir;
 extern char *optarg;
 extern int optind, opterr, optopt;
 
-// ************************************* FUNCS
+#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
 
-float
-rnd() {
-       return (float)random()/(float)RAND_MAX;
-}
+// ************************************* FUNCS
 
 void
 init_engine_dots() {
@@ -127,246 +128,153 @@ init_engine_dots() {
 }
 
 void
-init_space_dots() {
-       int i,b;
-       for(i = 0; i<MAXSPACEDOTS; i++) {
-               sdot[i].x = rnd()*(XSIZE-5);
-               sdot[i].y = rnd()*(YSIZE-5);
-               sdot[i].z = MAXDUSTDEPTH*sqrt(rnd());
-               b = (MAXDUSTDEPTH - sdot[i].z) * 255.0 / MAXDUSTDEPTH;
-               sdot[i].color = SDL_MapRGB(surf_screen->format, b, b, b);
-       }
-}
-
-void
-make_bang_dots(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
-
+new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
+{
        int x,y,endcount;
-       Uint16 *rawpixel,c;
+       uint16_t *pixel,c;
+       uint32_t colorkey;
+       int row_inc;
        double theta,r;
        int begin_generate;
 
        begin_generate = SDL_GetTicks();
+       pixel = s->pixels;
+       row_inc = s->pitch/sizeof(uint16_t) - s->w;
+       colorkey = s->format->colorkey;
 
        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 != s->format->colorkey) {
-
-                                       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;
+               pixel = s->pixels;
+               for(y=0; y<s->h; y++) {
+                       for(x = 0; x<s->w; x++) {
+                               c = *pixel++;
+                               if(c && c != colorkey) {
+                                       theta = frnd()*M_PI*2;
+                                       r = frnd(); r = 1 - r*r;
+                                       // r = 1 - frnd()*frnd();
+
+                                       bdot[bd2].dx = 45*r*cos(theta) + dx;
+                                       bdot[bd2].dy = 45*r*sin(theta) + 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].c = 0;
                                        bdot[bd2].life = 100;
-                                       bdot[bd2].decay = rnd()*3 + 1;
+                                       bdot[bd2].decay = frnd()*3 + 1;
                                        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;
+                                       // Replace the last few bang dots with the pixels from the exploding object
+                                       if(endcount>0) bdot[bd2].c = c;
 
+                                       bd2 = (bd2+1) % MAXBANGDOTS;
                                }
+                               pixel += row_inc;
                        }
                }
-
                if(SDL_GetTicks() - begin_generate > 7) endcount++;
        }
 
        SDL_UnlockSurface(s);
-
 }
 
 void
-draw_bang_dots(SDL_Surface *s) {
+draw_bang_dots(SDL_Surface *s)
+{
        int i;
        int first_i, last_i;
-       Uint16 *rawpixel;
-       rawpixel = (Uint16 *) s->pixels;
+       uint16_t *pixels, *pixel, c;
+       int row_inc = s->pitch/sizeof(uint16_t);
 
+       pixels = (uint16_t *) s->pixels;
        first_i = -1;
+       last_i = 0;
 
-       for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
+       for(i=0; i<MAXBANGDOTS; i++) {
+               if(!bdot[i].active) continue;
 
-               i %= MAXBANGDOTS;
+               // decrement life and maybe kill
+               bdot[i].life -= bdot[i].decay;
+               if(bdot[i].life<0) { bdot[i].active = 0; continue; }
 
-               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
+               // move and clip
+               bdot[i].x += bdot[i].dx*t_frame - xscroll;
+               bdot[i].y += bdot[i].dy*t_frame - yscroll;
+               if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
                        bdot[i].active = 0;
+                       continue;
                }
 
-               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*gamerate - xscroll;
-                       bdot[i].y += bdot[i].dy*gamerate - yscroll;
-
-                       if(bdot[i].life<0)
-                       bdot[i].active = 0;
-               }
-       }
+               // check collisions
+               if(pixel_hit_rocks(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
 
-       if(first_i >= 0) {
-               bd1 = first_i;
-               bd2 = last_i;
+               pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
+               if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
+               *pixel = c;
        }
-       else {
-               bd1 = 0;
-               bd2 = 0;
-       }
-
 }
 
 
 void
-draw_space_dots(SDL_Surface *s) {
+new_engine_dots(int n, int dir) {
        int i;
-       Uint16 *rawpixel;
-       rawpixel = (Uint16 *) s->pixels;
+       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 };
 
-       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 -= xscroll / (1 + sdot[i].z);
-               sdot[i].y -= yscroll / (1 + sdot[i].z);
-               if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE;
-               else if(sdot[i].x < 0) sdot[i].x = XSIZE-1;
-               if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE;
-               else if(sdot[i].y < 0) sdot[i].y += YSIZE-1;
-       }
-}
+       hx = surf_ship->w / 2;
+       hy = surf_ship->h / 2;
 
-void
-draw_engine_dots(SDL_Surface *s) {
-       int i;
-       Uint16 *rawpixel;
-       rawpixel = (Uint16 *) s->pixels;
+       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".
 
-       for(i = 0; i<MAXENGINEDOTS; i++) {
-               if(edot[i].active) {
-                       edot[i].x += edot[i].dx*gamerate - xscroll;
-                       edot[i].y += edot[i].dy*gamerate - yscroll;
-                       if((edot[i].life -= gamerate*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;
+                       dotptr->active = 1;
+                       dotptr->x = shipx + s[dir]*hx + (frnd()-0.5)*3;
+                       dotptr->y = shipy + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
+                       if(dir&1) {
+                               dotptr->dx = shipdx + 2*dx;
+                               dotptr->dy = shipdy + 20*dy;
+                               dotptr->life = 60 * fabs(dy);
                        } 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];
+                               dotptr->dx = shipdx + 20*dx;
+                               dotptr->dy = shipdy + 2*dy;
+                               dotptr->life = 60 * fabs(dx);
                        }
-               }
-       }
-}
 
-void
-create_engine_dots(int newdots) {
-       int i;
-       double theta,r,dx,dy;
-
-       if(!tail_plume) return;
-
-       if(state == GAMEPLAY) {
-               for(i = 0; i<newdots*gamerate; 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(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
+                       else dotptr = edot;
                }
        }
 }
 
 void
-create_engine_dots2(int newdots, int m) {
+draw_engine_dots(SDL_Surface *s) {
        int i;
-       double theta, theta2, dx, dy, adx, ady;
+       uint16_t c;
+       uint16_t *pixels = (uint16_t *) s->pixels;
+       int row_inc = s->pitch/sizeof(uint16_t);
+       int heatindex;
 
-       // 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;
-                       }
+       for(i = 0; i<MAXENGINEDOTS; i++) {
+               if(!edot[i].active) continue;
+               edot[i].x += edot[i].dx*t_frame - xscroll;
+               edot[i].y += edot[i].dy*t_frame - yscroll;
+               edot[i].life -= t_frame*3;
+               if(edot[i].life < 0
+                               || edot[i].x<0 || edot[i].x >= XSIZE
+                               || edot[i].y<0 || edot[i].y >= YSIZE) {
+                       edot[i].active = 0;
+                       continue;
                }
+               if(pixel_hit_rocks(edot[i].x, edot[i].y)) { edot[i].active = 0; continue; }
+               heatindex = edot[i].life * 6;
+               c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
+               pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
        }
 }
 
@@ -374,44 +282,59 @@ void
 drawdots(SDL_Surface *s) {
        int m;
 
-       // 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);
+               if(jets & 1<<m) { // 'jets' is a bit field
+                       new_engine_dots(80,m);
                }
        }
 
+       move_dust();
+
        SDL_LockSurface(s);
-       draw_space_dots(s);
+       draw_dust(s);
        draw_engine_dots(s);
        draw_bang_dots(s);
        SDL_UnlockSurface(s);
 }
 
+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;
+}
+
 int
-init(int fullscreen) {
+init(void) {
 
        int i;
-       SDL_Surface *temp;
+       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;
+                       opt_sound = 0;
                        printf ("Can't open sound, starting without it\n");
                        atexit(SDL_Quit);
                } else {
                        atexit(SDL_Quit);
                        atexit(SDL_CloseAudio);
-                       sound_flag = init_sound();
+                       opt_sound = init_sound();
                }
        } else {
                // Initialize with video only
@@ -419,11 +342,11 @@ 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
@@ -440,35 +363,30 @@ init(int fullscreen) {
        }
 
        // Load the banners
-       NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
-       NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
+       NULLERROR(surf_b_variations = load_image("banners/variations.png"));
+       NULLERROR(surf_b_on = load_image("banners/on.png"));
+       NULLERROR(surf_b_rockdodger = load_image("banners/rockdodger.png"));
 
-       NULLERROR(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(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);
+       NULLERROR(surf_b_game = load_image("banners/game.png"));
+       NULLERROR(surf_b_over = load_image("banners/over.png"));
 
        // Load the spaceship graphic.
-       NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
-       NULLERROR(surf_ship = SDL_DisplayFormat(temp));
+       NULLERROR(surf_ship = load_image("sprites/ship.png"));
        get_shape(surf_ship, &shipshape);
 
        // Load the life indicator (small ship) graphic.
-       NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
-       NULLERROR(surf_life = SDL_DisplayFormat(temp));
+       NULLERROR(surf_life = load_image("indicators/life.png"));
+
+       // Load the font image
+       s = add_data_path(BIG_FONT_FILE);
+       if(s) {
+               NULLERROR(surf_font_big = IMG_Load(s));
+               free(s);
+               g_font = SFont_InitFont(surf_font_big);
+       }
 
        init_engine_dots();
-       init_space_dots();
+       init_dust();
 
        init_rocks();
 
@@ -483,18 +401,13 @@ init(int fullscreen) {
 int
 draw() {
        int i;
-       SDL_Rect src,dest;
+       SDL_Rect dest;
        int bang, 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);
 
@@ -502,28 +415,21 @@ draw() {
        drawdots(surf_screen);
 
        // Draw ship
-       if(!gameover && state == GAMEPLAY ) {
-               src.w = surf_ship->w;
-               src.h = surf_ship->h;
-               dest.w = src.w;
-               dest.h = src.h;
-               dest.x = (int)shipx;
-               dest.y = (int)shipy;
-               SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
+       if(state == GAMEPLAY ) {
+               dest.x = shipx;
+               dest.y = shipy;
+               SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest);
        }
 
        draw_rocks();
 
        // Draw the life indicators.
-       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);
+       if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) {
+               for(i = 0; i<nships-1; i++) {
+                       dest.x = (i + 1)*(surf_life->w + 10);
+                       dest.y = 20;
+                       SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+               }
        }
 
        // Draw the score
@@ -547,53 +453,33 @@ draw() {
                                fadeover = 1.0;
                        }
 
-                       src.w = surf_b_game->w;
-                       src.h = surf_b_game->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (XSIZE-src.w)/2;
-                       dest.y = (YSIZE-src.h)/2-40;
-                       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += gamerate/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;
+                       dest.x = (XSIZE-surf_b_game->w)/2;
+                       dest.y = (YSIZE-surf_b_game->h)/2-40;
+                       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += t_frame/1.0))));
+                       SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
+
+                       dest.x = (XSIZE-surf_b_over->w)/2;
+                       dest.y = (YSIZE-surf_b_over->h)/2 + 40;
                        SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
-                       SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
+                       SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
                break;
 
                case TITLE_PAGE:
 
-                       src.w = surf_b_variations->w;
-                       src.h = surf_b_variations->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
-                       dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10;
-                       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += gamerate/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;
+                       dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
+                       dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
+                       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += t_frame/2.0)));
+                       SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
+
+                       dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
+                       dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
                        SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
-                       SDL_BlitSurface(surf_b_on,&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_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
+
+                       dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
+                       dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
                        SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
-                       SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest);
+                       SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
 
                        text = "Version " VERSION;
                        x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
@@ -606,7 +492,7 @@ draw() {
                break;
 
                case HIGH_SCORE_ENTRY:
-                       play_tune(2);
+                       play_tune(TUNE_HIGH_SCORE_ENTRY);
                        if(!process_score_input()) {  // done inputting name
 
                                // Change state to briefly show high scores page
@@ -616,8 +502,7 @@ draw() {
                                // Write the high score table to the file
                                write_high_score_table();
                
-                               // Play the title page tune
-                               play_tune(0);
+                               play_tune(TUNE_TITLE_PAGE);
                        }
                // FALL THROUGH TO
                case HIGH_SCORE_DISPLAY:
@@ -629,20 +514,20 @@ draw() {
                        ; // no action necessary
        }
 
-       if(!gameover && state == GAMEPLAY) {
+       if(state == GAMEPLAY) {
                bang = hit_rocks(shipx, shipy, &shipshape);
        }
 
-       ticks_since_last = SDL_GetTicks()-last_ticks;
-       last_ticks = SDL_GetTicks();
-       if(ticks_since_last>200 || ticks_since_last<0) {
-               gamerate = 0;
-       }
-       else {
-               gamerate = GAMESPEED*ticks_since_last/50.0;
-               if(state == GAMEPLAY) {
-                       score += ticks_since_last;
-               }
+       ms_frame = SDL_GetTicks() - ms_end;
+       ms_end += ms_frame;
+       if(ms_frame>200 || ms_frame<0) {
+               // We won't run at all below 5 frames per second.
+               // This also happens if we were paused, grr.
+               t_frame = 0;
+               ms_frame = 0;
+       } else {
+               t_frame = opt_gamespeed * ms_frame / 50;
+               if(state == GAMEPLAY) score += ms_frame;
        }
 
        // Update the surface
@@ -654,7 +539,7 @@ draw() {
 
 int
 gameloop() {
-       Uint8 *keystate;
+       Uint8 *keystate = SDL_GetKeyState(NULL);
        float tmp;
 
 
@@ -662,23 +547,22 @@ gameloop() {
                if(!paused) {
                        // Count down the game loop timer, and change state when it gets to zero or less;
 
-                       if((state_timeout -= gamerate*3) < 0) {
+                       if((state_timeout -= t_frame*3) < 0) {
                                switch(state) {
                                        case DEAD_PAUSE:
                                                // Create a new ship and start all over again
                                                state = GAMEPLAY;
-                                               play_tune(1);
-                                               shipx -= 50;
+                                               play_tune(TUNE_GAMEPLAY);
                                                break;
                                        case GAME_OVER:
-                                               state = HIGH_SCORE_ENTRY;
-                                               state_timeout = 5.0e6;
                                                if(new_high_score(score)) {
                                                        SDL_Event e;
+                                                       state = HIGH_SCORE_ENTRY;
+                                                       state_timeout = 5.0e6;
                                                        SDL_EnableUNICODE(1);
                                                        while(SDL_PollEvent(&e))
                                                                ;
-                                               } else {
+                                               } else if(!keystate[SDLK_SPACE]) {
                                                        state = HIGH_SCORE_DISPLAY;
                                                        state_timeout = 400;
                                                }
@@ -688,9 +572,6 @@ gameloop() {
                                                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;
@@ -711,72 +592,73 @@ gameloop() {
                                                blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
                                                fixonly = 0;
                                        }
-                                       blast_rocks(shipx, shipy, blast_radius, fixonly);
+                                       blast_rocks(bangx, bangy, blast_radius, fixonly);
 
-                                       if(shipx < 60) shipx = 60;
+                                       if(bangx < 60) bangx = 60;
                                }
                        }
 
                        new_rocks();
 
-                       // FRICTION?
-                       if(friction) {
-                               shipdx *= pow((double)0.9,(double)gamerate);
-                               shipdy *= pow((double)0.9,(double)gamerate);
-                       }
+                       // INERTIA
+                       shipx += shipdx*t_frame;
+                       shipy += shipdy*t_frame;
 
                        // SCROLLING
-                       tmp = shipy - (YSIZE / 2);
-                       tmp += shipdy * 25;
-                       tmp /= -25;
-                       tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
-                       screendy = -tmp;
-                       if(state == GAMEPLAY) {
-                               tmp = shipx - (XSIZE / 2);
-                               tmp += shipdx * 25;
-                               tmp /= -25;
-                               tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
-                               screendx = -tmp;
-                       } else screendx = 7.5;
-
-                       xscroll = screendx * gamerate;
-                       yscroll = screendy * gamerate;
+                       tmp = (shipy-YSCROLLTO)/25 + (shipdy-screendy);
+                       screendy += tmp * t_frame/12;
+                       tmp = (shipx-XSCROLLTO)/25 + (shipdx-screendx);
+                       screendx += tmp * t_frame/12;
+                       // taper off so we don't hit the barrier abruptly.
+                       // (if we would hit in < 2 seconds, adjust to 2 seconds).
+                       if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
+                               screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
+                       }
+
+                       back_dist += (screendx - SCREENDXMIN)*t_frame;
+                       if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
+
+                       xscroll = screendx * t_frame;
+                       yscroll = screendy * t_frame;
+
+                       shipx -= xscroll;
+                       shipy -= yscroll;
+
+                       // move bang center
+                       bangx += bangdx*t_frame - xscroll;
+                       bangy += bangdy*t_frame - yscroll;
 
-                       // INERTIA
-                       shipx += shipdx*gamerate - xscroll;
-                       shipy += shipdy*gamerate - yscroll;
-                       
                        move_rocks();
 
 
                        // BOUNCE X
                        if(shipx<0 || shipx>XSIZE-surf_ship->w) {
                                // BOUNCE from left and right wall
-                               shipx -= shipdx*gamerate;
-                               shipdx *= -99;
+                               shipx -= (shipdx-screendx)*t_frame;
+                               shipdx = screendx - (shipdx-screendx)*opt_bounciness;
                        }
 
                        // BOUNCE Y
                        if(shipy<0 || shipy>YSIZE-surf_ship->h) {
                                // BOUNCE from top and bottom wall
-                               printf("bouncing top/bottom.\n");
-                               shipy -= shipdy;
-                               shipdy *= -0.99;
+                               shipy -= (shipdy-screendy)*t_frame;
+                               shipdy = screendy - (shipdy-screendy)*opt_bounciness;
                        }
 
 
                        if(draw() && state == GAMEPLAY) {
-                               // Play the explosion sound
-                               play_sound(0);
-                               make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
-                               shipdx = 0;
-                               shipdy = 0;
+                               // Died
+                               play_sound(SOUND_BANG); // Play the explosion sound
+                               bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
+                               new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship);
+                               shipdx *= 0.5; shipdy *= 0.5;
+                               if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
                                if(--nships <= 0) {
-                                       gameover = 1;
                                        state = GAME_OVER;
+                                       shipdx = SCREENDXMIN; shipdy = 0;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
-                                       faderate = gamerate;
+                                       faderate = t_frame;
                                }
                                else {
                                        state = DEAD_PAUSE;
@@ -787,6 +669,7 @@ gameloop() {
                        SDL_PumpEvents();
                        keystate = SDL_GetKeyState(NULL);
 
+                       // new game
                        if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
 
                                reset_rocks();
@@ -795,44 +678,33 @@ gameloop() {
                                score = 0;
 
                                state = GAMEPLAY;
-                               play_tune(1);
+                               play_tune(TUNE_GAMEPLAY);
 
-                               gameover = 0;
-                               shipx = XSIZE/2;
-                               shipy = YSIZE/2;
-                               shipdx = 0;
-                               shipdy = 0;
+                               shipx = XSIZE/2.2; shipy = YSIZE/2;
+                               shipdx = screendx; shipdy = screendy;
                        }
 
-                       maneuver = 0;
+                       jets = 0;
                } else {
                        SDL_PumpEvents();
                        keystate = SDL_GetKeyState(NULL);
                }
 
                if(state == GAMEPLAY) {
-                       if(!gameover) {
-
-                               if(!paused) {
-                                       if(keystate[SDLK_UP] | keystate[SDLK_c])                { shipdy -= 1.5*gamerate; maneuver |= 1<<3;}
-                                       if(keystate[SDLK_DOWN] | keystate[SDLK_t])              { shipdy += 1.5*gamerate; maneuver |= 1<<1;}
-                                       if(keystate[SDLK_LEFT] | keystate[SDLK_h])              { shipdx -= 1.5*gamerate; maneuver |= 1<<2;}
-                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n])             { shipdx += 1.5*gamerate; maneuver |= 1;}
-                                       if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
-                               }
+                       if(!paused) {
+                               if(keystate[SDLK_LEFT]  | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;}
+                               if(keystate[SDLK_DOWN]  | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;}
+                               if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;}
+                               if(keystate[SDLK_UP]    | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; jets |= 1<<3;}
+                               if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
+                       }
 
-                               if(keystate[SDLK_p] | keystate[SDLK_s]) {
-                                       if(!pausedown) {
-                                               paused = !paused;
-                                               pausedown = 1;
-                                       }
-                               } else {
-                                       pausedown = 0;
+                       if(keystate[SDLK_p] | keystate[SDLK_s]) {
+                               if(!pausedown) {
+                                       paused = !paused;
+                                       pausedown = 1;
                                }
-
-                       }
-                       else {
-                               paused = 0;
+                       } else {
                                pausedown = 0;
                        }
                } else if(state == GAME_OVER) {
@@ -850,51 +722,14 @@ gameloop() {
 
 int
 main(int argc, char **argv) {
-       int 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;
-               }
-       }
+       init_opts();
+       argp_parse(&argp, argc, argv, 0, 0, 0);
 
-       if(init(fullscreen)) {
+       if(init()) {
                printf ("ta: '%s'\n",initerror);
                return 1;
        }
 
-       reset_rocks();
-       initticks = SDL_GetTicks();
        gameloop();
 
        return 0;