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made bang dots hit rocks, removed blast_rocks function.
[vor.git] / main.c
diff --git a/main.c b/main.c
index db95bb4..f7de24e 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 "args.h"
-#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 <SDL.h>
+#include <SDL_image.h>
 #include <stdarg.h>
 #include <stdio.h>
 #include <stdlib.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 "sprite.h"
+#include "sound.h"
+
 // ************************************* VARS
 // SDL_Surface global variables
 SDL_Surface 
@@ -52,7 +51,6 @@ SDL_Surface
        *surf_b_rockdodger, // "rockdodger" banner
        *surf_b_game,   // Title element "game"
        *surf_b_over,   // Title element "over"
-       *surf_ship,             // Spaceship element
        *surf_life,     // Indicator of number of ships remaining
        *surf_rock[NROCKS],     // THE ROCKS
        *surf_font_big; // The big font
@@ -63,26 +61,25 @@ 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 = XSIZE/2, shipy = YSIZE/2;        // X position, 0..XSIZE
-float shipdx = SCREENDXMIN, shipdy = 0.0;      // Change in X position per tick.
+struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
+         
 float screendx = SCREENDXMIN, screendy = 0.0;
-float xscroll, yscroll;
-float framelen;  // this controls the speed of everything that moves.
+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)
 
+int bang = false;
 float bangx, bangy, bangdx, bangdy;
 
-int nships,score,ticks_since_last,last_ticks;
-int gameover;
-int maneuver = 0;
+int score;
 
 float fadetimer = 0, faderate;
 
@@ -102,10 +99,18 @@ enum states {
 enum states state = TITLE_PAGE;
 float state_timeout = 600.0;
 
-#define NSEQUENCE 2
-char *sequence[] = {
-       "Press SPACE to start",
-       "http://herkamire.com/jason/vor"
+#define NSEQUENCE 3
+char *msgs[2][3] = {
+       {
+               "Press SPACE for normal game",
+               "Press 'e' for easy game",
+               "http://jasonwoof.org/vor"
+       },
+       {
+               "Press SPACE for easy game",
+               "Press 'n' for normal game",
+               "http://jasonwoof.org/vor"
+       }
 };
 
 int bangdotlife, nbangdots;
@@ -115,12 +120,9 @@ 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() {
@@ -131,247 +133,170 @@ 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);
+       Sprite *hit;
 
+       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 - 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;
                }
 
-               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*framelen - xscroll;
-                       bdot[i].y += bdot[i].dy*framelen - yscroll;
-
-                       if(bdot[i].life<0)
-                       bdot[i].active = 0;
+               // check collisions
+               if((hit = pixel_collides(bdot[i].x, bdot[i].y))) {
+                       if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
+                               bdot[i].active = 0;
+                               hit->dx += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dx / sprite_mass(hit);
+                               hit->dy += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dy / sprite_mass(hit);
+                               continue;
+                       }
                }
-       }
 
-       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 / (1.3 + sdot[i].z);
-               sdot[i].y -= yscroll / (1.3 + 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 = ship.image->w / 2;
+       hy = ship.image->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*framelen - xscroll;
-                       edot[i].y += edot[i].dy*framelen - yscroll;
-                       if((edot[i].life -= framelen*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 = 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 {
-                               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 = ship.dx + 20*dx;
+                               dotptr->dy = ship.dy + 2*dy;
+                               dotptr->life = 60 * fabs(dx);
                        }
-               }
-       }
-}
 
-void
-create_engine_dots(int newdots) {
-       int i;
-       double theta,r,dx,dy;
-
-       if(!opt_tail_engine) return;
-
-       if(state == GAMEPLAY) {
-               for(i = 0; i<newdots*framelen; 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;
-
-       // 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;
+       uint16_t c;
+       uint16_t *pixels = (uint16_t *) s->pixels;
+       int row_inc = s->pitch/sizeof(uint16_t);
+       int heatindex;
+       Sprite *hit;
 
-                       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 - 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;
+               }
+               // check collisions
+               if((hit = pixel_collides(edot[i].x, edot[i].y))) {
+                       if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
+                               edot[i].active = 0;
+                               hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit);
+                               hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit);
+                               continue;
                        }
                }
+               heatindex = edot[i].life * 6;
+               c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
+               pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
        }
 }
 
@@ -379,28 +304,49 @@ 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(ship.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;
+}
+
+void
+load_ship(void)
+{
+       load_sprite(SPRITE(&ship), "sprites/ship.png");
+}
+
 int
 init(void) {
 
        int i;
-       SDL_Surface *temp;
+       char *s;
        Uint32 flag;
 
        // Where are our data files?
@@ -411,7 +357,7 @@ init(void) {
                // Initialize SDL with audio and video
                if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
                        opt_sound = 0;
-                       printf ("Can't open sound, starting without it\n");
+                       fputs("Can't open sound, starting without it\n", stderr);
                        atexit(SDL_Quit);
                } else {
                        atexit(SDL_Quit);
@@ -424,7 +370,7 @@ init(void) {
                atexit(SDL_Quit);
        }
 
-       play_tune(0);
+       play_tune(TUNE_TITLE_PAGE);
 
        // Attempt to get the required video size
        flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
@@ -445,37 +391,29 @@ init(void) {
        }
 
        // Load the banners
-       NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
-       NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
-
-       NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
-       NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
-
-       NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
-       NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
-
-       NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
-       NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
-
-       NULLERROR(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_variations = load_image("banners/variations.png"));
+       NULLERROR(surf_b_on = load_image("banners/on.png"));
+       NULLERROR(surf_b_rockdodger = load_image("banners/rockdodger.png"));
 
-       // Load the spaceship graphic.
-       NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
-       NULLERROR(surf_ship = SDL_DisplayFormat(temp));
-       get_shape(surf_ship, &shipshape);
+       NULLERROR(surf_b_game = load_image("banners/game.png"));
+       NULLERROR(surf_b_over = load_image("banners/over.png"));
 
        // 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();
+       init_sprites();
+       add_sprite(SPRITE(&ship));
 
        // Remove the mouse cursor
 #ifdef SDL_DISABLE
@@ -485,100 +423,110 @@ init(void) {
        return 0;
 }
 
-int
-draw() {
+void
+show_lives(void)
+{
        int i;
        SDL_Rect dest;
-       int bang, x;
-       char *text;
-       float fadegame,fadeover;
 
-       bang = 0;
+       for(i=0; i<ship.lives-1; i++) {
+               dest.x = (i + 1)*(surf_life->w + 10);
+               dest.y = 20;
+               SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+       }
+}
 
-       // Draw a fully black background
-       SDL_FillRect(surf_screen,NULL,0);
+void
+draw_game_over(void)
+{
+       int x;
+       char *text0, *text1;
+       SDL_Rect dest;
+       float a_game = 0, a_over = 0;
 
-       // Draw the background dots
-       drawdots(surf_screen);
+       // fade in "GAME", then "OVER".
+       a_game = min(1.0, faderate*fadetimer/3.0);
+       if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1);
 
-       // Draw ship
-       if(!gameover && state == GAMEPLAY ) {
-               dest.x = shipx;
-               dest.y = shipy;
-               SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest);
-       }
+       fadetimer += t_frame;
 
-       draw_rocks();
+       dest.x = (XSIZE-surf_b_game->w)/2;
+       dest.y = (YSIZE-surf_b_game->h)/2-40;
+       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
+       SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
 
-       // Draw the life indicators.
-       if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
-       for(i = 0; i<nships-1; i++) {
-               dest.x = (i + 1)*(surf_life->w + 10);
-               dest.y = 20;
-               SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+       dest.x = (XSIZE-surf_b_over->w)/2;
+       dest.y = (YSIZE-surf_b_over->h)/2 + 40;
+       SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
+       SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
+
+       if(new_high_score(score)) {
+               text0 = "New High Score!";
+               text1 = "Press SPACE to continue";
+       } else {
+               text0 = msgs[g_easy][0];
+               text1 = msgs[g_easy][1];
        }
 
-       // Draw the score
-       snprintscore_line(topline, 50, score);
-       SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
+       x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
+       SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0);
 
-       // If it's game over, show the game over graphic in the dead centre
-       switch (state) {
-               case GAME_OVER:
-                       if(fadetimer<3.0/faderate) {
-                               fadegame = fadetimer/(3.0/faderate);
-                       } else {
-                               fadegame = 1.0;
-                       }
+       x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10;
+       SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/4)*5,text1);
+}
 
-                       if(fadetimer<3.0/faderate) {
-                               fadeover = 0.0;
-                       } else if(fadetimer<6.0/faderate) {
-                               fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
-                       } else {
-                               fadeover = 1.0;
-                       }
+void
+draw_title_page(void)
+{
+       int x;
+       char *text;
+       SDL_Rect dest;
+
+       fadetimer += t_frame/2.0;
+
+       dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
+       dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
+       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
+       SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
+
+       dest.x = (XSIZE-surf_b_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_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 += framelen/1.0))));
-                       SDL_BlitSurface(surf_b_game,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);
 
-                       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;
+       text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
+       x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
+       SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
 
-               case TITLE_PAGE:
+       text = "Version " VERSION;
+       x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
+       SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
+}
 
-                       dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
-                       dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
-                       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += framelen/2.0)));
-                       SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
+void
+draw(void) {
 
-                       dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
-                       dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
-                       SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
-                       SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
+       SDL_FillRect(surf_screen,NULL,0);  // black background
+       drawdots(surf_screen);             // background dots
+       draw_sprite(SPRITE(&ship));
+       draw_rocks();
 
-                       dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
-                       dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
-                       SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
-                       SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
+       show_lives();
+       show_score();
 
-                       text = "Version " VERSION;
-                       x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
-                       SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
+       // If it's game over, show the game over graphic in the dead centre
+       switch (state) {
+               case GAME_OVER: draw_game_over(); break;
 
-                       text = sequence[(int)(fadetimer/40)%NSEQUENCE];
-                       //text = "Press SPACE to start!";
-                       x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
-                       SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
-               break;
+               case TITLE_PAGE: draw_title_page(); break;
 
                case HIGH_SCORE_ENTRY:
-                       play_tune(2);
+                       play_tune(TUNE_HIGH_SCORE_ENTRY);
                        if(!process_score_input()) {  // done inputting name
 
                                // Change state to briefly show high scores page
@@ -588,8 +536,7 @@ 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:
@@ -601,67 +548,80 @@ draw() {
                        ; // no action necessary
        }
 
-       if(!gameover && state == GAMEPLAY) {
-               bang = hit_rocks(shipx, shipy, &shipshape);
-       }
+       collisions();
 
-       ticks_since_last = SDL_GetTicks()-last_ticks;
-       last_ticks = SDL_GetTicks();
-       if(ticks_since_last>200 || ticks_since_last<0) {
-               // We won't run at all below 5 frames per second.
-               framelen = 0;
-       } else {
-               framelen = opt_gamespeed*ticks_since_last/50.0;
-               if(state == GAMEPLAY) {
-                       score += ticks_since_last;
-               }
-       }
+       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)
+{
+       ship->flags = MOVE;
+       // ship->flags = MOVE|DRAW;  // FADE SHIP
+       // SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); // FADE SHIP
+       bang = true;
+}
 
-       return bang;
+void
+do_collision(Sprite *a, Sprite *b)
+{
+       if(a->type == SHIP) kill_ship(a);
+       else if (b->type == SHIP) kill_ship(b);
+       else bounce(a, b);
 }
 
-int
+void
+init_score_entry(void)
+{
+       SDL_Event e;
+       state = HIGH_SCORE_ENTRY;
+       state_timeout = 5.0e6;
+       SDL_EnableUNICODE(1);
+       while(SDL_PollEvent(&e))
+               ;
+       insert_score(score);
+}
+
+void
 gameloop() {
-       Uint8 *keystate;
+       Uint8 *keystate = SDL_GetKeyState(NULL);
        float tmp;
 
 
        for(;;) {
+               SDL_PumpEvents();
+               keystate = SDL_GetKeyState(NULL);
+
                if(!paused) {
                        // Count down the game loop timer, and change state when it gets to zero or less;
 
-                       if((state_timeout -= framelen*3) < 0) {
+                       if((state_timeout -= t_frame*3) < 0) {
                                switch(state) {
                                        case DEAD_PAUSE:
-                                               // Create a new ship and start all over again
+                                               // Restore the ship and continue playing
+                                               ship.flags = DRAW|MOVE|COLLIDE;
                                                state = GAMEPLAY;
-                                               play_tune(1);
+                                               play_tune(TUNE_GAMEPLAY);
                                                break;
                                        case GAME_OVER:
-                                               if(new_high_score(score)) {
-                                                       SDL_Event e;
-                                                       state = HIGH_SCORE_ENTRY;
-                                                       state_timeout = 5.0e6;
-                                                       SDL_EnableUNICODE(1);
-                                                       while(SDL_PollEvent(&e))
-                                                               ;
-                                               } else if(!keystate[SDLK_SPACE]) {
+                                               if(new_high_score(score)) init_score_entry();
+                                               else {
                                                        state = HIGH_SCORE_DISPLAY;
                                                        state_timeout = 400;
                                                }
                                                break;
                                        case HIGH_SCORE_DISPLAY:
                                                state = TITLE_PAGE;
-                                               state_timeout = 500.0;
+                                               state_timeout = 600.0;
+                                               fadetimer = 0.0;
                                                break;
                                        case HIGH_SCORE_ENTRY:
-                                               // state = TITLE_PAGE;
-                                               // play_tune(1);
-                                               // state_timeout = 100.0;
                                                break;
                                        case TITLE_PAGE:
                                                state = HIGH_SCORE_DISPLAY;
@@ -673,155 +633,146 @@ gameloop() {
                        } else {
                                if(state == DEAD_PAUSE) {
                                        float blast_radius;
-                                       int fixonly;
-
-                                       if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
-                                               blast_radius = BLAST_RADIUS * 1.3;
-                                               fixonly = 1;
-                                       } else {
+                                       // float alpha;  // FADE SHIP
+                                       if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) {
                                                blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
-                                               fixonly = 0;
+                                               blast_rocks(bangx, bangy, blast_radius);
                                        }
-                                       blast_rocks(bangx, bangy, blast_radius, fixonly);
 
                                        if(bangx < 60) bangx = 60;
+
+                                       // FADE SHIP
+                                       // alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
+                                       // SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
                                }
                        }
 
                        new_rocks();
 
-                       // FRICTION?
-                       if(opt_friction) {
-                               shipdx *= pow((double)0.9,(double)framelen);
-                               shipdy *= pow((double)0.9,(double)framelen);
-                       }
-
-                       // INERTIA
-                       shipx += shipdx*framelen;
-                       shipy += shipdy*framelen;
-
                        // SCROLLING
-                       tmp = shipy - (YSIZE / 2);
-                       tmp += shipdy * 25;
-                       tmp /= -25;
-                       tmp = ((screendy * (framelen - 12)) + (tmp * framelen)) / 12;
-                       screendy = -tmp;
-                       tmp = shipx - (XSIZE / 3);
-                       tmp += shipdx * 25;
-                       tmp /= -25;
-                       tmp = ((screendx * (framelen - 12)) + (tmp * framelen)) / 12;
-                       screendx = -tmp;
-                       if(screendx < SCREENDXMIN) screendx=SCREENDXMIN;
-
-                       xscroll = screendx * framelen;
-                       yscroll = screendy * framelen;
-
-                       shipx -= xscroll;
-                       shipy -= yscroll;
+                       tmp = (ship.y+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);
+                       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*framelen - xscroll;
-                       bangy += bangdy*framelen - yscroll;
+                       bangx += (bangdx - screendx)*t_frame;
+                       bangy += (bangdy - screendy)*t_frame;
 
-                       move_rocks();
+                       move_sprites();
 
 
-                       // BOUNCE X
-                       if(shipx<0 || shipx>XSIZE-surf_ship->w) {
-                               // BOUNCE from left and right wall
-                               shipx -= (shipdx-screendx)*framelen;
-                               shipdx = screendx - (shipdx-screendx)*opt_bounciness;
+                       // BOUNCE off left or right edge of screen
+                       if(ship.x < 0 || ship.x+ship.w > XSIZE) {
+                               ship.x -= (ship.dx-screendx)*t_frame;
+                               ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
                        }
 
-                       // BOUNCE Y
-                       if(shipy<0 || shipy>YSIZE-surf_ship->h) {
-                               // BOUNCE from top and bottom wall
-                               shipy -= (shipdy-screendy)*framelen;
-                               shipdy = screendy - (shipdy-screendy)*opt_bounciness;
+                       // BOUNCE off top or bottom of screen
+                       if(ship.y < 0 || ship.y+ship.h > YSIZE) {
+                               ship.y -= (ship.dy-screendy)*t_frame;
+                               ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
                        }
 
+                       draw();
 
-                       if(draw() && state == GAMEPLAY) {
+                       if(state == GAMEPLAY && bang) {
                                // Died
-                               play_sound(0); // Play the explosion sound
-                               bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
-                               make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
-                               shipdx *= 0.5; shipdy *= 0.5;
-                               if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
-                               if(--nships <= 0) {
+                               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;
-                                       gameover = 1;
-                                       shipdx = 8; shipdy = 0;
+                                       ship.dx = SCREENDXMIN; ship.dy = 0;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
-                                       faderate = framelen;
-                               }
-                               else {
-                                       state = DEAD_PAUSE;
-                                       state_timeout = DEAD_PAUSE_LENGTH;
+                                       faderate = t_frame;
                                }
                        }
 
-                       SDL_PumpEvents();
-                       keystate = SDL_GetKeyState(NULL);
-
                        // new game
-                       if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
-
-                               reset_rocks();
+                       if((keystate[SDLK_SPACE] || keystate[SDLK_e] || keystate[SDLK_n])
+                          && (state == HIGH_SCORE_DISPLAY
+                              || state == TITLE_PAGE
+                              || state == GAME_OVER)) {
+                               if(state == GAME_OVER && new_high_score(score))
+                                       init_score_entry();
+                               else {
+                                       if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_n]) {
+                                               g_easy = 0;
+                                               initial_rocks = NORMAL_I_ROCKS;
+                                               final_rocks = NORMAL_F_ROCKS;
+                                               if(opt_gamespeed == EASY_GAMESPEED)
+                                                       opt_gamespeed = NORMAL_GAMESPEED;
+                                       } else if(keystate[SDLK_e]) {
+                                               g_easy = 1;
+                                               initial_rocks = EASY_I_ROCKS;
+                                               final_rocks = EASY_F_ROCKS;
+                                               opt_gamespeed = EASY_GAMESPEED;
+                                       }
+                                       reset_sprites();
+                                       reset_rocks();
+                                       screendx = SCREENDXMIN; screendy = 0;
 
-                               nships = 4;
-                               score = 0;
+                                       ship.x = XSIZE/2.2; ship.y = YSIZE/2;
+                                       ship.dx = screendx; ship.dy = screendy;
+                                       ship.lives = 4;
+                                       ship.flags = MOVE|DRAW|COLLIDE;
+                                       // SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE);  // FADE SHIP
+                                       add_sprite(SPRITE(&ship));
 
-                               state = GAMEPLAY;
-                               play_tune(1);
+                                       score = 0;
 
-                               gameover = 0;
-                               shipx = XSIZE/2.2; shipy = YSIZE/2;
-                               shipdx = screendx; shipdy = screendy;
+                                       state = GAMEPLAY;
+                                       play_tune(TUNE_GAMEPLAY);
+                               }
                        }
 
-                       maneuver = 0;
-               } else {
-                       SDL_PumpEvents();
-                       keystate = SDL_GetKeyState(NULL);
+                       ship.jets = 0;
                }
 
                if(state == GAMEPLAY) {
-                       if(!gameover) {
-
-                               if(!paused) {
-                                       if(keystate[SDLK_UP] | keystate[SDLK_c])                { shipdy -= 1.5*framelen; maneuver |= 1<<3;}
-                                       if(keystate[SDLK_DOWN] | keystate[SDLK_t])              { shipdy += 1.5*framelen; maneuver |= 1<<1;}
-                                       if(keystate[SDLK_LEFT] | keystate[SDLK_h])              { shipdx -= 1.5*framelen; maneuver |= 1<<2;}
-                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n])             { shipdx += 1.5*framelen; maneuver |= 1;}
-                                       if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
-                               }
+                       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;
-                                       }
-                               } else {
-                                       pausedown = 0;
+                       if(keystate[SDLK_p] | keystate[SDLK_s]) {
+                               if(!pausedown) {
+                                       paused = !paused;
+                                       pausedown = 1;
+                                       if(!paused) ms_end = SDL_GetTicks();
                                }
-
-                       }
-                       else {
-                               paused = 0;
+                       } else {
                                pausedown = 0;
                        }
-               } else if(state == GAME_OVER) {
-                       if(keystate[SDLK_SPACE]) {
-                               state_timeout = -1;
-                       }
                }
 
-               if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
-                       return 0;
+               if(state == TITLE_PAGE && keystate[SDLK_h]) {
+                       state = HIGH_SCORE_DISPLAY;
+                       state_timeout = 400;
                }
 
+               if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
+                       return;
+
        }
 }
 
@@ -835,7 +786,6 @@ main(int argc, char **argv) {
                return 1;
        }
 
-       reset_rocks();
        gameloop();
 
        return 0;