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bump version to 0.5.8
[vor.git] / main.c
diff --git a/main.c b/main.c
index 5fb2fbf..0af1fdd 100644 (file)
--- a/main.c
+++ b/main.c
@@ -19,7 +19,6 @@
  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  */
 
-#include <argp.h>
 #include <math.h>
 #include <SDL.h>
 #include <SDL_image.h>
 #include <stdio.h>
 #include <stdlib.h>
 #include <string.h>
+#include <time.h>
 
-#include "SFont.h"
+#include "font.h"
 
 #include "args.h"
 #include "common.h"
-#include "config.h"
+#include <config.h>
+#include "vorconfig.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
@@ -56,34 +59,49 @@ SDL_Surface
        *surf_font_big; // The big font
        
 
-SFont_Font *g_font;
+font *g_font;
 
-// Structure global variables
-struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
-struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
+#define ENGINEDOT 0
+#define BANGDOT 1
+
+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).
+       uint8_t type;  // BANGDOT or ENGINEDOT
+};
+
+void draw(void);
+
+struct dot edot[MAXENGINEDOTS], *dotptr = edot;
+struct dot bdot[MAXBANGDOTS];
 
 // Other global variables
 char topline[1024];
 char *initerror = "";
+int screenshot_number = 0;
 
-struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
+struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
          
-float screendx = SCREENDXMIN, screendy = 0.0;
-float back_dist;
+float screendx = BARRIER_SPEED, screendy = 0.0;
+float dist_ahead;
 
 // all movement is based on t_frame.
-float t_frame;  // length of this frame (in ticks = 1/20th second)
+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)
 
-int bang = false;
-float bangx, bangy, bangdx, bangdy;
+float gamespeed = 1.00;
 
 int score;
 
-float fadetimer = 0, faderate;
+float fadetimer = 0;
 
-int pausedown = 0, paused = 0;
+int paused = 0;
 
 // bangdot start (bd1) and end (bd2) position:
 int bd1 = 0, bd2 = 0;
@@ -99,10 +117,18 @@ enum states {
 enum states state = TITLE_PAGE;
 float state_timeout = 600.0;
 
-#define NSEQUENCE 2
-char *sequence[] = {
-       "Press SPACE to start",
-       "http://jasonwoof.org/vor"
+#define NSEQUENCE 3
+char *msgs[2][3] = {
+       {
+               "Press SPACE for normal game",
+               "Press '1' for easy game",
+               "https://sametwice.com/vor"
+       },
+       {
+               "Press SPACE for easy game",
+               "Press '2' for normal game",
+               "https://sametwice.com/vor"
+       }
 };
 
 int bangdotlife, nbangdots;
@@ -112,187 +138,224 @@ char *data_dir;
 extern char *optarg;
 extern int optind, opterr, optopt;
 
-#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed)
+#define TO_TICKS(seconds) ((seconds)*20*gamespeed)
 
 // ************************************* FUNCS
 
+#ifdef HAVE_NANOSLEEP
 void
-init_engine_dots() {
+tiny_sleep() {
+       struct timespec t;
+       t.tv_sec = 0;
+       t.tv_nsec = 1;
+       nanosleep(&t, 0);
+}
+#else
+#define tiny_sleep()
+#endif
+
+void
+init_dots() {
        int i;
        for(i = 0; i<MAXENGINEDOTS; i++) {
                edot[i].active = 0;
+               edot[i].type = ENGINEDOT;
+       }
+       for(i = 0; i<MAXBANGDOTS; i++) {
+               bdot[i].active = 0;
+               bdot[i].type = BANGDOT;
+       }
+}
+
+
+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);
+                               }
+
+                               // 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
-new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
+new_bang_dots(struct sprite *s)
 {
-       int x,y,endcount;
-       uint16_t *pixel,c;
+       int i, n, x, y;
+       uint16_t *pixel, c;
        uint32_t colorkey;
        int row_inc;
-       double theta,r;
-       int begin_generate;
+       double theta, r;
+       SDL_Surface *img = s->image;
 
-       begin_generate = SDL_GetTicks();
-       pixel = s->pixels;
-       row_inc = s->pitch/sizeof(uint16_t) - s->w;
-       colorkey = s->format->colorkey;
+       n = 20;
+       pixel = img->pixels;
+       row_inc = img->pitch/sizeof(uint16_t) - img->w;
+       colorkey = img->format->colorkey;
 
-       SDL_LockSurface(s);
+       if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
 
-       endcount = 0;
-       while (endcount<3) {
-               pixel = s->pixels;
-               for(y=0; y<s->h; y++) {
-                       for(x = 0; x<s->w; x++) {
+       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;
-                                       // 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;
-                                       bdot[bd2].c = 0;
-                                       bdot[bd2].life = 100;
-                                       bdot[bd2].decay = frnd()*3 + 1;
-                                       bdot[bd2].active = 1;
 
-                                       // Replace the last few bang dots with the pixels from the exploding object
-                                       if(endcount>0) bdot[bd2].c = c;
+                                       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+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_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=0; i<MAXBANGDOTS; i++) {
-               if(!bdot[i].active) continue;
-
-               // decrement life and maybe kill
-               bdot[i].life -= bdot[i].decay;
-               if(bdot[i].life<0) { bdot[i].active = 0; continue; }
-
-               // move and clip
-               bdot[i].x += (bdot[i].dx - screendx)*t_frame;
-               bdot[i].y += (bdot[i].dy - screendy)*t_frame;
-               if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
-                       bdot[i].active = 0;
-                       continue;
-               }
-
-               // check collisions
-               if(pixel_collides(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
-
-               pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
-               if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
-               *pixel = c;
-       }
+kill_rock(struct rock *r) {
+       r->x = -200;
 }
 
-
 void
-new_engine_dots(int n, int dir) {
-       int i;
-       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 };
-
-       hx = ship.image->w / 2;
-       hy = ship.image->h / 2;
-
-       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->active = 1;
-                       dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3;
-                       dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
-                       if(dir&1) {
-                               dotptr->dx = ship.dx + 2*dx;
-                               dotptr->dy = ship.dy + 20*dy;
-                               dotptr->life = 60 * fabs(dy);
-                       } else {
-                               dotptr->dx = ship.dx + 20*dx;
-                               dotptr->dy = ship.dy + 2*dy;
-                               dotptr->life = 60 * fabs(dx);
+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);
+                               if(d->type == BANGDOT) {
+                                       struct rock *rock = (struct rock*)hit;
+                                       rock->life -= (d->dx - hit->dx) * (d->dx - hit->dx) + (d->dy - hit->dy) * (d->dy - hit->dy);
+                                       if(rock->life < 0) {
+                                               kill_rock(rock);
+                                       }
+                               }
+                               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(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
-                       else dotptr = edot;
                }
        }
 }
 
 void
-draw_engine_dots(SDL_Surface *s) {
+move_dots(void)
+{
        int i;
-       uint16_t c;
-       uint16_t *pixels = (uint16_t *) s->pixels;
-       int row_inc = s->pitch/sizeof(uint16_t);
-       int heatindex;
 
-       for(i = 0; i<MAXENGINEDOTS; i++) {
-               if(!edot[i].active) continue;
-               edot[i].x += (edot[i].dx - screendx)*t_frame;
-               edot[i].y += (edot[i].dy - screendy)*t_frame;
-               edot[i].life -= t_frame*3;
-               if(edot[i].life < 0
-                               || edot[i].x<0 || edot[i].x >= XSIZE
-                               || edot[i].y<0 || edot[i].y >= YSIZE) {
-                       edot[i].active = 0;
-                       continue;
-               }
-               if(pixel_collides(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;
-       }
+       for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
+       for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
 }
 
+
 void
-drawdots(SDL_Surface *s) {
-       int m;
+draw_dot(struct dot *d)
+{
+       uint16_t *pixels, *pixel;
+       int row_inc;
 
-       // Create engine dots out the side we're moving from
-       for(m = 0; m<4; m++) {
-               if(ship.jets & 1<<m) { // 'jets' is a bit field
-                       new_engine_dots(80,m);
-               }
+       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))];
        }
+}
 
-       move_dust();
+void
+draw_dots(void) {
+       int i;
 
-       SDL_LockSurface(s);
-       draw_dust(s);
-       draw_engine_dots(s);
-       draw_bang_dots(s);
-       SDL_UnlockSurface(s);
+       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); }
 }
 
 SDL_Surface *
@@ -314,15 +377,38 @@ load_image(char *filename)
 void
 load_ship(void)
 {
-       load_sprite(SPRITE(&ship), "sprites/ship.png");
+       load_sprite(SPRITE(&ship), "ship.png");
 }
 
+void font_cleanup() {
+       font_free(g_font);
+}
+
+void
+set_video_mode() {
+       Uint32 flag;
+
+       // Attempt to get the required video size
+       flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
+       if(opt_fullscreen) flag |= SDL_FULLSCREEN;
+       surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
+}
+
+void
+toggle_fullscreen() {
+       opt_fullscreen = 1 - opt_fullscreen;
+       set_video_mode();
+       if(paused) {
+               draw();
+       }
+}
+
+
 int
 init(void) {
 
        int i;
        char *s;
-       Uint32 flag;
 
        // Where are our data files?
        if(!find_files()) exit(1);
@@ -347,10 +433,9 @@ init(void) {
 
        play_tune(TUNE_TITLE_PAGE);
 
+
        // Attempt to get the required video size
-       flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
-       if(opt_fullscreen) flag |= SDL_FULLSCREEN;
-       surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
+       set_video_mode();
 
        // Set the title bar text
        SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
@@ -366,25 +451,27 @@ init(void) {
        }
 
        // Load the banners
-       NULLERROR(surf_b_variations = load_image("banners/variations.png"));
-       NULLERROR(surf_b_on = load_image("banners/on.png"));
-       NULLERROR(surf_b_rockdodger = load_image("banners/rockdodger.png"));
+       NULLERROR(surf_b_variations = load_image("b_variations.png"));
+       NULLERROR(surf_b_on = load_image("b_on.png"));
+       NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
 
-       NULLERROR(surf_b_game = load_image("banners/game.png"));
-       NULLERROR(surf_b_over = load_image("banners/over.png"));
+       NULLERROR(surf_b_game = load_image("b_game.png"));
+       NULLERROR(surf_b_over = load_image("b_over.png"));
 
        // Load the life indicator (small ship) graphic.
-       NULLERROR(surf_life = load_image("indicators/life.png"));
+       NULLERROR(surf_life = load_image("life.png"));
 
        // Load the font image
-       s = add_data_path(BIG_FONT_FILE);
+       s = add_data_path("font.png");
        if(s) {
-               NULLERROR(surf_font_big = IMG_Load(s));
-               free(s);
-               g_font = SFont_InitFont(surf_font_big);
+               g_font = font_load(s);
+               atexit(&font_cleanup);
+       } else {
+               fprintf(stderr, "could create path to font\n");
+               exit(1);
        }
 
-       init_engine_dots();
+       init_dots();
        init_dust();
 
        init_sprites();
@@ -412,306 +499,401 @@ show_lives(void)
 }
 
 void
-draw(void) {
+draw_game_over(void)
+{
+       int x;
+       char *text0, *text1;
        SDL_Rect dest;
+
+       fadetimer += t_frame;
+
+       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];
+       }
+
+       x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
+       font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
+
+       x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
+       font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
+}
+
+void
+draw_title_page(void)
+{
        int x;
        char *text;
-       float fadegame,fadeover;
+       SDL_Rect dest;
+
+       fadetimer += t_frame/2.0;
+
+       dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
+       dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
+       SDL_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_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_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
+
+       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 " PACKAGE_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
-       drawdots(surf_screen);             // background dots
+       draw_dots();            // background dots
        draw_sprite(SPRITE(&ship));
        draw_rocks();
 
        show_lives();
        show_score();
 
-       // 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;
-                       }
-
-                       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;
-                       }
-
-                       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,NULL,surf_screen,&dest);
-               break;
+                       draw_game_over();
+                       break;
 
                case TITLE_PAGE:
-
-                       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,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,NULL,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;
+                       draw_title_page();
+                       break;
 
                case HIGH_SCORE_ENTRY:
-                       play_tune(TUNE_HIGH_SCORE_ENTRY);
-                       if(!process_score_input()) {  // done inputting name
-
-                               // Change state to briefly show high scores page
-                               state = HIGH_SCORE_DISPLAY;
-                               state_timeout = 200;
-
-                               // Write the high score table to the file
-                               write_high_score_table();
-               
-                               play_tune(TUNE_TITLE_PAGE);
-                       }
-               // 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
        }
 
-       collisions();
-
-       ms_frame = SDL_GetTicks() - ms_end;
-       ms_end += ms_frame;
-       t_frame = opt_gamespeed * ms_frame / 50;
-       if(state == GAMEPLAY) score += ms_frame;
-
        // Update the surface
        SDL_Flip(surf_screen);
 }
 
 static inline void
-kill_ship(Sprite *ship)
+kill_ship(struct ship *ship)
 {
-       ship->flags = MOVE|DRAW;
-       SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0);
-       bang = true;
+       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;
+               play_tune(TUNE_TITLE_PAGE);
+               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(a);
-       else if (b->type == SHIP) kill_ship(b);
+       if(a->type == SHIP) kill_ship((struct ship *)a);
+       else if(b->type == SHIP) kill_ship((struct ship *)b);
        else bounce(a, b);
 }
 
 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;
+
+       switch(state) {
+               case GAMEPLAY: break;  // no action necessary
+               case DEAD_PAUSE:
+                       // Restore the ship and continue playing
+                       ship.flags = DRAW|MOVE|COLLIDE;
+                       state = 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;
+       }
+}
+
+void
 gameloop() {
-       Uint8 *keystate = SDL_GetKeyState(NULL);
+       SDL_Event e;
+       Uint8 *keystate;
        float tmp;
 
-
        for(;;) {
-               SDL_PumpEvents();
-               keystate = SDL_GetKeyState(NULL);
+               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(!paused) {
-                       // Count down the game loop timer, and change state when it gets to zero or less;
-
-                       if((state_timeout -= t_frame*3) < 0) {
-                               switch(state) {
-                                       case DEAD_PAUSE:
-                                               // Restore the ship and continue playing
-                                               ship.flags = DRAW|MOVE|COLLIDE;
-                                               state = GAMEPLAY;
-                                               play_tune(TUNE_GAMEPLAY);
-                                               break;
-                                       case GAME_OVER:
-                                               if(new_high_score(score)) {
-                                                       SDL_Event e;
-                                                       state = HIGH_SCORE_ENTRY;
-                                                       state_timeout = 5.0e6;
-                                                       SDL_EnableUNICODE(1);
-                                                       while(SDL_PollEvent(&e))
-                                                               ;
-                                               } else {
+               if(opt_autopilot) {
+                       autopilot(t_frame);
+               }
+
+               while(paused ? SDL_WaitEvent(&e) : SDL_PollEvent(&e)) {
+                       switch(e.type) {
+                               case SDL_QUIT: return;
+                               case SDL_KEYDOWN:
+                                       // even during high-score entry
+                                       if(e.key.keysym.sym == SDLK_ESCAPE) {
+                                               return;
+                                       }
+
+                                       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 = 400;
+                                                       state_timeout = 200;
+                                               }
+                                       } else {
+                                               switch(e.key.keysym.sym) {
+                                                       case SDLK_q:
+                                                               return;
+                                                       case SDLK_3:
+                                                       case SDLK_PRINT:
+                                                               {
+                                                                       FILE *screenshot_fp;
+                                                                       char tmp[30];
+                                                                       char *screenshot_filename = &(tmp[0]);
+                                                                       for(;;) {
+                                                                               snprintf(screenshot_filename, 30, "vor-screenshot-%02i.bmp", screenshot_number++);
+                                                                               screenshot_fp = fopen(screenshot_filename, "r");
+                                                                               if(screenshot_fp) {
+                                                                                       fclose(screenshot_fp);
+                                                                               } else {
+                                                                                       break;
+                                                                               }
+                                                                       }
+                                                                       SDL_SaveBMP(surf_screen, screenshot_filename);
+                                                               }
+                                                               break;
+                                                       case SDLK_SPACE:
+                                                               if(state != GAMEPLAY && state != DEAD_PAUSE) {
+                                                                       // don't conflict with space key to start a new game
+                                                                       break;
+                                                               }
+                                                               // else fall through
+                                                       case SDLK_p:
+                                                       case SDLK_PAUSE:
+                                                               paused = !paused;
+                                                               if(paused) {
+                                                                       pause_tune();
+                                                               } else {
+                                                                       resume_tune();
+                                                                       ms_end = SDL_GetTicks();
+                                                               }
+                                                               break;
+                                                       case SDLK_f:
+                                                       case SDLK_F11:
+                                                               toggle_fullscreen();
+                                                               break;
+                                                       default:
+                                                               // other keys are handled by checking keystate each frame
+                                                               break;
                                                }
-                                               break;
-                                       case HIGH_SCORE_DISPLAY:
-                                               state = TITLE_PAGE;
-                                               state_timeout = 500.0;
-                                               break;
-                                       case HIGH_SCORE_ENTRY:
-                                               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, alpha;
-                                       if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) {
-                                               blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
-                                               blast_rocks(bangx, bangy, blast_radius);
                                        }
+                                       break;
+                       }
+               }
+               keystate = SDL_GetKeyState(NULL);
+               if(opt_autopilot) {
+                       autopilot_fix_keystates(keystate);
+               }
 
-                                       if(bangx < 60) bangx = 60;
-
-                                       alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
-                                       SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
+               if(state == GAMEPLAY) {
+                       if(!paused) {
+                               score += ms_frame;
+                               
+                               if(keystate[SDLK_LEFT]  || keystate[SDLK_KP4]) {
+                                       ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;
+                               }
+                               if(keystate[SDLK_DOWN]  || keystate[SDLK_KP5] || keystate[SDLK_KP2]) {
+                                       ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;
+                               }
+                               if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) {
+                                       ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;
+                               }
+                               if(keystate[SDLK_UP]    || keystate[SDLK_KP8]) {
+                                       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);
                                }
                        }
 
-                       new_rocks();
+               }
+
+               if(!paused) {
+                       update_state();
 
                        // SCROLLING
-                       tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
+                       tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
                        screendy += tmp * t_frame/12;
-                       tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
+                       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(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);
-
-                       // move bang center
-                       bangx += (bangdx - screendx)*t_frame;
-                       bangy += (bangdy - screendy)*t_frame;
+                       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)*opt_bounciness;
+                               ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
+                               ship.x = fconstrain(ship.x, XSIZE - ship.w);
                        }
 
                        // BOUNCE off top or bottom of screen
                        if(ship.y < 0 || ship.y+ship.h > YSIZE) {
                                ship.y -= (ship.dy-screendy)*t_frame;
-                               ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
+                               ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
+                               ship.y = fconstrain(ship.y, YSIZE - ship.h);
                        }
 
-                       draw();
+                       new_engine_dots();
 
-                       if(state == GAMEPLAY && bang) {
-                               // Died
-                               bang = false;
-                               play_sound(SOUND_BANG); // Play the explosion sound
-                               bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
-                               new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
-
-                               if(--ship.lives) {
-                                       state = DEAD_PAUSE;
-                                       state_timeout = DEAD_PAUSE_LENGTH;
-                                       ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
-                                       ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
-                                       if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
-                               } else {
-                                       state = GAME_OVER;
-                                       ship.dx = SCREENDXMIN; ship.dy = 0;
-                                       state_timeout = 200.0;
-                                       fadetimer = 0.0;
-                                       faderate = t_frame;
-                               }
-                       }
+                       collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
+
+
+                       draw();
 
                        // new game
-                       if(keystate[SDLK_SPACE]
+                       if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
                           && (state == HIGH_SCORE_DISPLAY
                               || state == TITLE_PAGE
                               || state == GAME_OVER)) {
-                               reset_sprites();
-                               reset_rocks();
-                               screendx = SCREENDXMIN; screendy = 0;
+                               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;
 
-                               ship.x = XSIZE/2.2; ship.y = YSIZE/2;
-                               ship.dx = screendx; ship.dy = screendy;
-                               ship.lives = 4;
-                               ship.flags = MOVE|DRAW|COLLIDE;
-                               SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE);
-                               add_sprite(SPRITE(&ship));
+                                       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));
 
-                               score = 0;
+                                       score = 0;
 
-                               state = GAMEPLAY;
-                               play_tune(TUNE_GAMEPLAY);
+                                       state = GAMEPLAY;
+                                       play_tune(TUNE_GAMEPLAY);
+                               }
                        }
 
                        ship.jets = 0;
                }
 
-               if(state == GAMEPLAY || state == DEAD_PAUSE) {
-                       if(!paused) {
-                               if(keystate[SDLK_LEFT]  | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
-                               if(keystate[SDLK_DOWN]  | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
-                               if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;}
-                               if(keystate[SDLK_UP]    | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;}
-                               if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
-                       }
-
-                       if(keystate[SDLK_p] | keystate[SDLK_s]) {
-                               if(!pausedown) {
-                                       paused = !paused;
-                                       pausedown = 1;
-                                       if(!paused) ms_end = SDL_GetTicks();
-                               }
-                       } else {
-                               pausedown = 0;
-                       }
+               if(state == TITLE_PAGE && keystate[SDLK_h]) {
+                       state = HIGH_SCORE_DISPLAY;
+                       state_timeout = 400;
                }
 
-               if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
-                       return;
-
+               tiny_sleep();
        }
 }
 
 int
 main(int argc, char **argv) {
-       init_opts();
-       argp_parse(&argp, argc, argv, 0, 0, 0);
+       if(!parse_opts(argc, argv)) return 1;
 
        if(init()) {
-               printf ("ta: '%s'\n",initerror);
+               printf ("vor: SDL error: '%s'\n",initerror);
                return 1;
        }
 
+       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;
 }