/* 
    (C) Copyright 2007,2008, Stephen M. Cameron.

    This file is part of wordwarvi.

    wordwarvi is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2 of the License, or
    (at your option) any later version.

    wordwarvi is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with wordwarvi; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

 */
#include <stdio.h>
#include <stdlib.h>
#if !defined(__APPLE__)
/* Apple gets what it needs for malloc from stdlib.h, */
/* or so the internets would have me believe.  I don't */
/* have a mac to test this, so if this doesn't work, */
/* trying including <malloc/malloc.h> outside the ifdef. */
/* (and let me know.) */
#include <malloc.h>
#endif
#include <gtk/gtk.h>
#include <string.h>
#include <sys/time.h>
#include <time.h>
#include <unistd.h>
#include <limits.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <arpa/inet.h> /* for htonl, etc. */

#include <gdk/gdkkeysyms.h>

#ifdef DO_INHIBIT_SCREENSAVER
#include <gdk/gdkx.h> /* for GDK_WINDOW_XWINDOW, for inhibiting screensaver. */
#endif

#include <stdint.h>
#include <math.h>

#define GNU_SOURCE
#include <getopt.h>

#include "wwviaudio.h"
#include "joystick.h"
#include "rumble.h"
#include "my_point.h"
#include "wwvi_font.h"
#include "version.h"
#include "stamp.h"

#ifndef DATADIR
#define DATADIR ""
#endif

#ifndef M_PI
#define M_PI  (3.14159265)
#endif
#define TWOPI (M_PI * 2.0)

#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))

#define DEBUG_HITZONE 0

/* #define DEBUG_TARGET_LIST */

#define MAX_CONCURRENT_SOUNDS (26)
#define NCLIPS 59
/* define sound clip constants */
#define PLAYER_LASER_SOUND 0
#define BOMB_IMPACT_SOUND 1
#define ROCKET_LAUNCH_SOUND 2
#define FLAK_FIRE_SOUND 3
#define LARGE_EXPLOSION_SOUND 4
#define ROCKET_EXPLOSION_SOUND 5
#define LASER_EXPLOSION_SOUND 6
#define GROUND_SMACK_SOUND 7
#define INSERT_COIN_SOUND 8
#define MUSIC_SOUND 9
#define SAM_LAUNCH_SOUND 10 
#define THUNDER_SOUND 11 
#define INTERMISSION_MUSIC_SOUND 12
#define MISSILE_LOCK_SIREN_SOUND 13
#define CARDOOR_SOUND 14
#define OWMYSPINE_SOUND 15
#define WOOHOO_SOUND 16
#define HELPDOWNHERE_SOUND 17
#define CRONSHOT 18
#define HELPUPHERE_SOUND 19
#define ABDUCTED_SOUND 20 
#define CLANG_SOUND 21
#define SCREAM_SOUND 22
#define BODYSLAM_SOUND 23
#define USETHESOURCE_SOUND 24
#define OOF_SOUND 25
#define METALBANG1 26
#define METALBANG2 27
#define METALBANG3 28
#define METALBANG4 29
#define METALBANG5 30 
#define METALBANG6 31
#define METALBANG7 32
#define METALBANG8 33
#define STONEBANG1 34
#define STONEBANG2 35
#define STONEBANG3 36
#define STONEBANG4 37
#define STONEBANG5 38
#define STONEBANG6 39
#define STONEBANG7 40
#define STONEBANG8 41
#define CORROSIVE_SOUND 42
#define VOLCANO_ERUPTION 43
#define IT_BURNS 44
#define ZZZT_SOUND 45
#define GRAVITYBOMB_SOUND 46
#define DESTINY_FACEDOWN 47
#define HIGH_SCORE_MUSIC 48
#define JETWASH_SOUND 49
#define TIMPANI_BOING 50
#define NICE_BANK_SHOT 51
#define HOHOHO 52
#define HOHOHO_MERRY_XMAS 53
#define YAY_SANTA 54
#define RADAR_FAIL 55
#define RADAR_READY 56
#define GUNWHEEL 57
#define TESLA_FIRE 58
/* ...End of audio stuff */

#define NHUMANOIDS 4 /* number of vi .swp files, initially */
#define MAXHUMANS 10 /* maxiumum number possible of vi .swp files */
#define RADAR_HEIGHT 60  /* height, in pixels, of radar screen */
#define RADAR_LEFT_MARGIN 10 /* space to leave, in pixels left/right of radar screen to window edge. */
#define RADAR_RIGHT_MARGIN 160 /* space to leave, in pixels left/right of radar screen to window edge. */
#define	RADAR_YMARGIN 10 /* space to leave, in pixels from bottom edge of radar to bottom of window */
#define MAX_RADAR_NOISE 2000 /* maximum number of noise pixels placed by radar jammers, increasing */
			     /* this may adversely affect performance, as this number of x's are */
			     /* drawn EVERY FRAME when in close proximity to jammer. */

#define FRAME_RATE_HZ 30	/* target frame rate at which gtk callback fires by default */
int frame_rate_hz = FRAME_RATE_HZ; /* Actual frame rate, user adjustable. */
#define TERRAIN_LENGTH 1000	/* length, in number of line segments, of terrain */
#define SCREEN_WIDTH 800        /* window width, in pixels */
#define SCREEN_HEIGHT 600       /* window height, in pixels */
#define WORLDWIDTH (SCREEN_WIDTH * 40)  /* width of world, 40 screens wide. */
#define KERNEL_Y_BOUNDARY (-1000) /* basically, an arbitrary altitude limit on movement of player. */

#define VOLCANO_XFRACTION (15)	 /* volcano x pos is 1/VOLCANO_XFRACTION of the way across the world. */

#define LARGE_SCALE_ROUGHNESS (0.04)   /* limits roughness, on large scale, of fractal terrain algorithm */
#define SMALL_SCALE_ROUGHNESS (0.09)   /* limits roughtness, on small scale, of fractal terrain algorithm */
#define MAXOBJS 8500		       /* arbitrary, maximum number of objects in game, ~4000 are commonly seen. */


					/* object allocation algorithm uses a bit per object to indicate */
					/* free/allocated... how many 32 bit blocks do we need?  NBITBLOCKS. */
#define NBITBLOCKS ((MAXOBJS >> 5) + 1)  /* 5, 2^5 = 32, 32 bits per int. */


#define LASER_BOLT_DAMAGE 5 		/* damage done by flak guns to player */
#define PLAYER_LASER_DAMAGE 20		/* damage done by player's laser (to blimps, clipper ships */

#define NFLAK 10			/* Number of flak guns (laser turrets) */
#define NKGUNS 30			/* Number of Kernel defense guns (laser turrets) */
#define KGUN_INIT_HEALTH 1		/* number of hits it takes to kill kgun. */
#define MAX_KGUN_HEALTH  1		/* An interesting idea, but >1 makes the game too hard. */
#define NROCKETS 20 			/* Number of rockets sprinkled into the terrain */ 
#define NJETS 15 			/* Number of jets sprinkled into the terrain */ 
#define LAUNCH_DIST 1200			/* How close player can get in x dimension before rocket launches */
#define BIG_ROCKET_LAUNCH_DIST 200			/* How close player can get in x dimension before rocket launches */
#define MAX_ROCKET_SPEED -32		/* max vertical speed of rocket */
#define SAM_LAUNCH_DIST 400		/* How close player can get in x deminsion before SAM might launch */
#define GDB_LAUNCH_DIST 700		/* How close player can get in x deminsion before GDB might launch */
#define SAM_LAUNCH_CHANCE 15 		/* chances out of 100 if in ranch, missile will be launched */
#define PLAYER_SPEED 8 			/* max X player speed, in pixels per frame */
#define MAX_VX 15			/* Hmm... another max X player speed?  a bug, I think. */
#define MAX_VY 25			/* Max player y speed, pixels per frame. */
#define LASERLEAD (11)			/* How many pixels left/right to lead the player in aiming flak guns */	
#define LASERLEADX (11)			/* How many pixels left/right to lead the player in aiming flak guns */	
#define LASERLEADY (0)			/* How many pixels up/down to lead the player in aiming flak guns */	
#define LASER_SPEED 50			/* Speed of player's laser beams, pixels/frame */
#define LASER_PROXIMITY 300
#define LASER_Y_PROXIMITY 8
#define BOMB_PROXIMITY 10000 /* square root of 30000, how close bomb has to be to be considered a "hit", squared. */
#define BOMB_X_PROXIMITY 100 /* X proximity to hit, for bombs which impact the ground. */

#define CRON_SHOT_CHANCE 40  /* chance out of 100 that cron jobs take a shot if in range, and timer % 10 == 0 */
#define CRON_SHOT_DIST_SQR (300*300)  /* 300 pixels dist for cron to consider player "in range" */
#define CRON_DX_THRESHOLD 14  /* dist must be <= this many pixels for cron to consider himself to have */
#define CRON_DY_THRESHOLD 14  /* reached his destination. */
#define CRON_MAX_VX 8 	      /* max x and y velocities of cron jobs */
#define CRON_MAX_VY 5 

#define GDB_DX_THRESHOLD 25  /* dist must be <= this many pixels for gdb to consider himself to have */
#define GDB_DY_THRESHOLD 25  /* reached it's destination.  It's large, so they won't just sit on the */
			      /* player's face. */
#define GDB_MAX_VX 13 	      /* max x and y velocities of GDBs. */
#define GDB_MAX_VY 13 

#define JETPILOT_BIG_DY_THRESHOLD 40
#define JETPILOT_SMALL_DY_THRESHOLD 20 
#define JETPILOT_MAX_VX 5
#define JETPILOT_MAX_VY 13 

#define NBUILDINGS 15 		/* initial number of buildings on the terrain */
#define MAXBUILDING_WIDTH 9	/* max building width, in terrain line segments */
#define NFUELTANKS 20		/* Initial number of fuel tanks sprinkled around the terrain */
/* How many hit points a fuel tank contains */
#define FUELTANK_CAPACITY (game_state.max_player_health / 3)
/* #define REFUEL_RATE 1 */		/* lower numbers = faster, used as modulo of timer */
/* lower numbers = faster, used as modulo of timer */
#define REFUEL_RATE (game_state.max_player_health >= 100 ? 1 : 100/game_state.max_player_health)	
/* lower numbers == faster, used as modulo of timer */
#define REFILL_RATE (FUELTANK_CAPACITY <= 30 ? 30/FUELTANK_CAPACITY * frame_rate_hz * 3 : frame_rate_hz * 3) 

#define NJAMMERS 1		/* Initial number of radar jammers sprinkled through the terrain */
#define NCRON 15 		/* Initial number of cron jobs sprinkeled through the terrain */
#define NSHIPS 1		/* Initial number of clipper ships sprinkeled through the terrain */
#define NGDBS 3 		/* Initial number of gdbs sprinkeled through the terrain */
#define NOCTOPI 0 		/* Initial number of octopi sprinkled through the terrain */
#define NTENTACLES 2 		/* Initial number of tentacles sprinkled through the terrain */
#define NSAMS 3			/* Initial number of SAM stations sprinkled through the terrain */
#define BOMB_SPEED 10		/* differential x velocity of bomb as it leaves player's ship */

#define MAX_ALT 100		/* for "attract mode", max altitude above ground player flies. */
#define MIN_ALT 50		/* for "attract mode", min altitude above ground player flies. */

#define EASY_MAXHEALTH 150		/* Max, and initial health value of player */
#define MEDIUM_MAXHEALTH 100		/* Max, and initial health value of player */
#define HARD_MAXHEALTH 32		/* Max, and initial health value of player */
#define INSANE_MAXHEALTH 10		/* Max, and initial health value of player */
#define BATSHIT_INSANE_MAXHEALTH 3	/* Max, and initial health value of player */

		/* If player's health drops below this, the radar goes on the fritz */
#define RADAR_FRITZ_HEALTH (game_state.max_player_health / 4)   
#define NAIRSHIPS 1		/* Initial number of blimps sprinkled through the terrain */
#define NBALLOONS 2 		/* Initial number of balloons sprinkled through the terrain */
#define NWORMS 2		/* Initial number of worms sprinkled through the terrain */
#define MAX_WORM_VX 8
#define MAX_WORM_VY MAX_WORM_VX 

#define MAX_BALLOON_HEIGHT 300  /* these two control blimps, balloons, and clipper ships */
#define MIN_BALLOON_HEIGHT 50   /* limiting their altitude to a range above the ground (pixels) */

#define MAX_MISSILE_VELOCITY 19 /* Max x and y missile/harpoon velocities */
#define MISSILE_DAMAGE 20	/* amount of damage missile/harpoon inflict on player */
#define MISSILE_PROXIMITY 10	/* x and y proximity for missiles to be considered a hit (pixels) */
#define MISSILE_FIRE_PERIOD (frame_rate_hz * 1)	/* time which must elapse between firings of missiles */
#define WORM_DAMAGE 5

#define BULLET_SPEED 25		/* max x/y velocities of bullets (cron jobs shoot) */
#define BULLET_DAMAGE 20	/* amount of damage bullets inflict on player */
#define BULLET_PROXIMITY 10	/* x and y proximity for bullet to be considered a hit (pixels) */
#define BULLET_LEAD_TIME 15	/* pixels per unit of velocity to lead player while aiming bullets */

#define HUMANOID_DIST 15	   /* proximity to pick up a .swp file */

#define MAX_TENTACLE_SEGS 40	   /* max number of segments of a tentacle */
#define MAX_SEG_ANGLE 60	   /* max angle a tentacle may bend with the one next to it */
				/* macro to compute initial tentacle angles */
#define TENTACLE_RANGE(t) (randomn(t.upper_angle - t.lower_angle) + t.lower_angle)

/* Scoring stuff */

#define DELIVER_PRESENTS_SCORE 1000  /* score for delivering presents (xmas mode) */

#define GROUND_OOPS 64000	/* There are some functions which, given an x value, */
				/* return the corresponding y value for the terrain */
				/* at that x value.  For some values of x, there is */
				/* no y.  The value returned in that case is GROUND_OOPS */
				/* The functions are: find_ground_level() and */
				/* approximate_horizon() */

/* some globals... maybe should be in game_state */
int game_pause = 0;		/* is game paused? */
int game_pause_help = 0;	/* is game in help-pause mode? */
int in_the_process_of_quitting = 0;
int current_quit_selection = 0;
int final_quit_selection = 0;
int attract_mode = 0;		/* is game in attract mode */
int credits = 0;		/* how many quarters have been put in, but not played? */
int no_colors_any_more = 0;
/* int toggle = 0;		
*/
int total_radar_noise;		/* count of how much radar noise has been drawn in a given frame */
				/* This is to limit things, so if there are 10 radar jammers in */
				/* close range, we don't draw 10x the amount of noise necessary */
				/* to obscure things. If the radar is totally obscured, obscuring */
				/* it 10 more times is wasting cpu. */

int timer = 0;			/* monotonically increases by 1 with every frame */
int next_timer = 0;		/* when timer reaches this value, timer_expired() is called */
int timer_event = 0;		/* timer_expired() switches on this value... */ 

int sound_device = -1;
/* timer_event values. */
#define BLINK_EVENT 1
#define READY_EVENT 2
#define SET_EVENT 3
#define GO_EVENT 4
#define BLANK_EVENT 5
#define GAME_OVER_EVENT 6
#define BLANK_GAME_OVER_1_EVENT 7
#define INSERT_COIN_EVENT 8
#define BLANK_GAME_OVER_2_EVENT 9
#define GAME_ENDED_EVENT 10
#define GAME_ENDED_EVENT_2 11
#define CREDITS1_EVENT 12
#define CREDITS2_EVENT 13
#define INTRO1_EVENT 14
#define INTRO2_EVENT 15
#define START_INTERMISSION_EVENT 16
#define END_INTERMISSION_EVENT 17
#define KEYS1_EVENT 18
#define KEYS2_EVENT 19
#define START_HIGHSCORES_EVENT 20
#define END_HIGHSCORES_EVENT 21
#define NEW_HIGH_SCORE_PRE_EVENT 22
#define NEW_HIGH_SCORE_PRE2_EVENT 23
#define NEW_HIGH_SCORE_EVENT 24

int nomusic = 0;
int sound_working = 0;
int round_explosions = 1;
int explosion_factor = 1;
int brightsparks = 0;		/* controls preference for how to draw sparks */
int xmas_mode = 0;
int thicklines = 0;		/* controls preference for how to draw lines. */
int nframes = 0;		/* count of total frames drawn, used for calculating actual frame rate */
struct timeval start_time, end_time;		/* start and end time of game, for calc'ing frame rate */

unsigned int free_obj_bitmap[NBITBLOCKS] = {0}; /* bitmaps for object allocater free/allocated status */
int jsfd = -1;

#define NCOLORS 10		/* number of "cardinal" colors */
#define NSPARKCOLORS 25 	/* 25 shades from yellow to red for the sparks */
#define NRAINBOWSTEPS (16)
#define NRAINBOWCOLORS (NRAINBOWSTEPS*3)

GdkColor huex[NCOLORS + NSPARKCOLORS + NRAINBOWCOLORS]; /* all the colors we have to work with are in here */
GdkColor *sparkcolor;		/* a pointer into the huex[] array where the spark colors begin */
GdkColor *rainbow_color;	/* a pointer into the huex[] array where the rainbow colors begin */

/* cardinal color indexes into huex array */
#define WHITE 0
#define BLUE 1
#define BLACK 2
#define GREEN 3
#define YELLOW 4
#define RED 5
#define ORANGE 6
#define CYAN 7
#define MAGENTA 8
#define DARKGREEN 9

int planet_color[] = {
	RED, GREEN, YELLOW, ORANGE, MAGENTA, CYAN, WHITE
};

#include "levels.h"

int score_table[256]; /* table of scores for each object type. */
int kill_tally[256];  /* tally of various things killed */

void init_score_table()
{
	memset(score_table, 0, sizeof(score_table));
	score_table[OBJ_TYPE_AIRSHIP]		= -5000;
	score_table[OBJ_TYPE_JET]		= 2000;
	score_table[OBJ_TYPE_BALLOON]		= 3000;
	score_table[OBJ_TYPE_CRON]		= 400;
	score_table[OBJ_TYPE_FUEL]		= 0;
	score_table[OBJ_TYPE_SHIP]		= 10000;
	score_table[OBJ_TYPE_GUN]		= 400;
	score_table[OBJ_TYPE_HUMAN]		= 1000;
	score_table[OBJ_TYPE_MISSILE]		= 50;
	score_table[OBJ_TYPE_HARPOON]		= 50;
	score_table[OBJ_TYPE_ROCKET]		= 100;
	score_table[OBJ_TYPE_BIG_ROCKET]	= 400;
	score_table[OBJ_TYPE_SAM_STATION]	= 400;
	score_table[OBJ_TYPE_BRIDGE]		= 10;
	score_table[OBJ_TYPE_GDB]		= 400;
	score_table[OBJ_TYPE_OCTOPUS]		= 880;
	score_table[OBJ_TYPE_TENTACLE]		= 100;
	score_table[OBJ_TYPE_JAMMER]		= 100;
	score_table[OBJ_TYPE_WORM]		= 30;
	score_table[OBJ_TYPE_KGUN]		= 400;
	score_table[OBJ_TYPE_JETPILOT]		= 300;
}

void init_kill_tally()
{
	memset(kill_tally, 0, sizeof(kill_tally));
}

int current_level = 0;		/* current level of the game, starts at zero */
struct level_parameters_t {
	int random_seed;	/* so the games always have the same terrain, setup, etc. */
	int level_number;

	/* numbers of various objects on a given level */
	int nhumanoids;
	int nbridges;
	int nbuildings;

	int nrockets;
	int nbigrockets;
	int njets;
	int nflak;
	int nfueltanks;
	int njammers;
	int ncron;
	int nships;
	int ngdbs;
	int noctopi;
	int ntentacles;
	int nballoons;
	int nsams;
	/* int nbombs; */
	/* int ngbombs; */
	int nairships;
	int nworms;
	int nkguns;

	int kgun_health;

	/* how often flak guns (laser turrets) fire. */
	int laser_fire_chance;

	/* how the terrain looks.  Starts out smooth, later levels more mountainous */
	double large_scale_roughness;
	double small_scale_roughness;
	int ground_color;
	int jetpilot_firechance;
} level = {
	/* initial values */
	31415927, /* This value is not used, so changing it here has no effect.*/
		  /* instead change initial_random_seed, below. */
	0,
	NHUMANOIDS,
	NBRIDGES,
	NBUILDINGS,

	NROCKETS,
	NJETS,
	NFLAK,
	NFUELTANKS,
	NJAMMERS,
	NCRON,
	NSHIPS,
	NGDBS,
	NOCTOPI,
	NTENTACLES,
	NSAMS,
	/* NBOMBS, */
	/* NGBOMBS, */
	NAIRSHIPS,
	NWORMS,
	NKGUNS,

	KGUN_INIT_HEALTH,
	AVERAGE_LASER,
	LARGE_SCALE_ROUGHNESS,
	SMALL_SCALE_ROUGHNESS,
	0,
};

/* vxy_2_dxy is a 2d array which translates a vx and vy velocity vextor
 * into an x,y vector in the same direction but a fixed magnitude.  The array
 * caches precomputed values.  This is used for drawing the missiles.  If the
 * missiles are travelling at vx, vy, then this array allows us to compute x,y
 * offsets to draw the missile pointing in the right direction with just a 
 * table lookup.  See init_vxy_2_dxy() function, below. */
#define MAX_VELOCITY_TO_COMPUTE 31 
#define V_MAGNITUDE (20.0)
struct my_point_t vxy_2_dxy[MAX_VELOCITY_TO_COMPUTE+1][MAX_VELOCITY_TO_COMPUTE+1];

/* these hold cached values of sine and cosine functions for 0-360 degress */
double sine[361];
double cosine[361];

/* Below, arrays of points telling how to draw the various objects in */
/* the game. */

struct my_point_t kgun_points[] = {

	{ -10, -25 },
	{ -10, -5 },
	{ 10, -5 },
	{ 10, -25 },
	{ -10, -5 },
	{ -7,  5 },
	{ 7, 5 },
	{ 10, -5 },
	{ -10, -25 },
};

struct my_point_t inverted_kgun_points[] = {
	{ -10, 25 },
	{ -10, 5 },
	{ 10, 5 },
	{ 10, 25 },
	{ -10, 5 },
	{ -7,  -5 },
	{ 7, -5 },
	{ 10, 5 },
	{ -10, 25 },
};

struct my_point_t tesla_points[] = {
	{ -10, -25 },
	{ -10, -5 },
	{ 10, -5 },
	{ 10, -25 },
	{ -10, -5 },
	{ -7,  5 },
	{ 7, 5 },
	{ 10, -5 },
	{ -10, -25 },
	{ LINE_BREAK, LINE_BREAK },
	{ -7, 5 },
	{ -2, 40 },
	{ -5, 42 },
	{ -2, 44 },
	{  2, 44 },
	{  5, 42 },
	{  2, 40 },
	{  7, 5 },
};

struct my_point_t octopus_points[] = {
	{ 7, 0 },
	{ 10, -5 },
	{ 15, -25 },
	{ 10, -30 },
	{ -10, -30 },
	{ -15, -25 },
	{ -10, -5 },
	{ -7, 0 },
	{ LINE_BREAK, LINE_BREAK },
	{ -8, -10 },
	{ -4, -7 },
	{ LINE_BREAK, LINE_BREAK },
	{ 8, -10 },
	{ 4, -7 }
};

struct my_point_t bullet_points[] = {
	{ -4, 0 },
	{ 0, -4 },
	{ 4, 0 },
	{ 0, 4 },
	{ -4, 0 },
	{ 4, 0 },
	{ LINE_BREAK, LINE_BREAK },
	{ 0, -4 },
	{ 0, 4},
};

struct my_point_t gdb_points_left[] = {
	{ 10, 0 },
	{ 5, 0 },
	{ -15, 5 },
	{ -20, 0 },
	{ -20, -5 },
	{ 0, -15, },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, GREEN },

	{ -20, -5 },
	{ -18, -12 },
	{ -10, -16 },
	{ -3, -15 },
	{ 0, -15, },

	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, CYAN },
	{ 0, -15, },
	{ 0, 15 },
	{ -5, 20 },
	{ -10, 20 },
	{ LINE_BREAK, LINE_BREAK },
	{ 15, -22 },
	{ 0, -15 },
	{ 0, 0 },
	{ 15, 0  },
	{ 15, -22  },
	{ 15, -45  },
	{ 18, -45  },
	{ 18, -22  },
	{ 18, 0  },
	{ 33, 0  },
	{ 33, -15  },
	{ 18, -22  },
};

struct my_point_t gdb_points_right[] = {
	{ 10, 0 },
	{ 5, 0 },
	{ -15, 5 },
	{ -20, 0 },
	{ -20, -5 },
	{ 0, -15, },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, GREEN },

	{ -20, -5 },
	{ -18, -12 },
	{ -10, -16 },
	{ -3, -15 },
	{ 0, -15, },

	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, CYAN },
	{ 0, -15, },
	{ 0, 15 },
	{ -5, 20 },
	{ -10, 20 },
	{ LINE_BREAK, LINE_BREAK },
	{ 15, -22 },
	{ 0, -15 },
	{ 0, 0 },
	{ 15, 0  },
	{ 15, -22  },
	{ 15, -45  },
	{ 18, -45  },
	{ 18, -22  },
	{ 18, 0  },
	{ 33, 0  },
	{ 33, -15  },
	{ 18, -22  },
};

struct my_point_t humanoid_points[] = {
	{ -1, 0 }, /* waist */
	{  1, 0 },
	{  4, -6 }, /* shoulders */
	{  -4, -6 },
	{ -1, 0 }, 
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, CYAN },
	{ -1, 0 }, /* left leg */
	{ -3, 4 },
	{ -3, 7 },
	{ LINE_BREAK, LINE_BREAK },
	{ 1, 0 }, /* right leg */
	{ 3, 4 },
	{ 3, 7 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, MAGENTA },
	{ 4, -6, }, /* right arm */
	{ 6, -3 },
	{ 6, 1 }, 
	{ LINE_BREAK, LINE_BREAK },
	{ -4, -6, }, /* left arm */
	{ -6, -3 },
	{ -6, 1 }, 
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, ORANGE },
	{ -1, -7 }, /* head */
	{ -1, -9 },
	{ 1, -9, },
	{ 1, -7 },
};

struct my_point_t jetpilot_points_left[] = {
	{ COLOR_CHANGE, GREEN },
	{ 0, -8 },
	{ 0,  0 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, CYAN },
	{ 0,  0 },
	{ -2, 5 },
	{ 0, 9 },
	{ LINE_BREAK, LINE_BREAK },
	{ 2,  0 },
	{ 0, 5 },
	{ 2, 9 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, GREEN },
	/* { 0, 9 }, */
	/* { -2, 11 },  */
	{ 2, 9 },
	{ -1, 11 }, 
	{ 0, 9 },
	{ 2, 9 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, WHITE },
	{ -2, -1 }, /* gun */
	{ -5, -1 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, YELLOW },
	{ 0, -8,  },
	{ 2, -8,  },
	{ 2, -5,  },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, ORANGE },
	{ 2, -5,  },
	{ 0, -5,  },
	{ 0, -8,  },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, WHITE },
	{ 2, -5,  }, /* jetpack */
	{ 4, -5,  },
	{ 4, -0,  },
	{ 4, -0,  },
	{ 2, -0,  },
	{ 2, -5,  },
	{ LINE_BREAK, LINE_BREAK },
	{ 3,  0 }, /* nozzle */
	{ 2,  2 },
	{ 4,  2},
	{ 3,  0},
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, GREEN },
	{ 1,  -5 }, /* arm */
	{ 3, -1 },
	{ -2, 0 }, 
};

struct my_point_t jetpilot_points_right[ARRAY_SIZE(jetpilot_points_left)];

struct my_point_t SAM_station_points[] = {
	{ -5, 0 },   /* Bottom base */
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ -5, 0 },   /* Bottom base */
	{ -5, -10 },
	{ 5, 0 },
	{ 5, -10 },
	{ -5, 0 },
	{ 5, 0 }, 	
	{ LINE_BREAK, LINE_BREAK },
	{ -5, -10 },   /* middle base */
	{ -5, -20 },
	{ 5, -10 },
	{ 5, -20 },
	{ -5, -10 },
	{ 5, -10 }, 	
	{ LINE_BREAK, LINE_BREAK },
	{ -5, -20 },   /* Top base */
	{ -5, -30 },
	{ 5, -20 },
	{ 5, -30 },
	{ -5, -20 },
	{ 5, -20 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, WHITE },
	{ -5, -30 },
	{ 5, -30 }, 	
	{ LINE_BREAK, LINE_BREAK },
	{ -3, -30 }, /* Base of radar */
	{ 0, -35, },
	{ 3, -30 },
	{ LINE_BREAK, LINE_BREAK },
	{ 0, -35, }, /* Radar dish */
	{ 10, -45 },
	{ 13, -59 },
	{ LINE_BREAK, LINE_BREAK },
	{ 0, -35, }, /* Radar dish */
	{ -10, -25, },
	{ -25, -22, },
	{ 13, -59 },
	{ LINE_BREAK, LINE_BREAK },
	{ 0, -35, }, /* Radar dish */
	{ -15, -50, }, /* Radar dish */
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, WHITE },
	{ 20, 0 }, /* Little building */
	{ 20, -50 },
	{ 30, -50 },
	{ 30, 0 },

};

struct my_point_t SAM_station_debris_points[] = {
	{ -5, 0 },   /* Bottom base */
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ -5, 0 },   /* Bottom base */
	{ -5, -10 },
	{ 5, 0 },
	{ 5, -10 },
	{ -5, 0 },
	{ 5, 0 }, 	
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, WHITE },
	{ 20, 0 }, /* Little building */
	{ 20, -10 },
	{ 30, -13 },
	{ 30, 0 },
};

struct my_point_t airship_points[] = {
	{ -70, -50 }, /* tip of nose */
	{ -60, -60 },
	{ -50, -65 },
	{ -40, -67 },
	{ -30, -70 }, /* top left */
	{  30, -70 }, /* top right */
	{  40, -67 },
	{  50, -65 },
	{  60, -60 },
	{  70, -50 },
	{  LINE_BREAK, LINE_BREAK },
	/* Now the same shape, but with y displacement to make bottom of blimp */
	{ -70, -50 }, /* tip of nose */
	{ -60, -40 },
	{ -50, -35 },
	{ -40, -33 },
	{ -30, -30 }, /* bottom left */
	{  30, -30 }, /* bottom right */
	{  40, -33 },
	{  50, -35 },
	{  60, -40 },
	{  70, -50 }, /* back point */
	{  LINE_BREAK, LINE_BREAK },
	{  60, -60 }, /* top tail */
	{  70, -70 },
	{  90, -70 },
	{  90, -60 },
	{  70, -50 }, /* back point */
	{  90, -40 },
	{  90, -30 },
	{  70, -30 },
	{  60, -40 },
	{  LINE_BREAK, LINE_BREAK },  /* central tail fin */
	{  60, -50 } ,
	{  90, -50 },
	{  LINE_BREAK, LINE_BREAK },  /* Gondola */
	{  -10, -30 },
	{    -5, -20 },
	{  10, -20 },
	{  10, -30 },
};

struct my_point_t balloon_points[] = {
	{ 0, -100 },
	{ -20, -98 }, 
	{ -35, -90 },
	{ -45, -80 },
	{ -47, -70 },
	{ -47, -60 },
	{ -40, -50 },
	{ -8, -20 },
	{ -8, -10 },
	{  8, -10 },
	{  8, -20 },
	{  40, -50 }, 
	{  47, -60 },
	{  47, -70 },
	{  45, -80 },
	{  35, -90 },
	{  20, -98 }, 
	{ 0, -100 },
	{  LINE_BREAK, LINE_BREAK },  /* Gondola strings */
	{ -8, -10 },
	{ -5, 5, },
	{ 5, 5, },
	{ 8, -10 },
	{  LINE_BREAK, LINE_BREAK },  /* Gondola */
	{ -5, 5,},
	{ -5, 0,},
	{  5, 0,},
	{  5, 5,},
};


struct my_point_t spark_points[] = {
	{ -1,-1 },
	{ -1, 1},
	{ 1, 1 },
	{ 1, -1 },
	{ -1, -1 },
#if 0
	{ 0, 0 },
	{ 0, 10 },
	{ 10, 10 },
	{ 10, 0 },
	{ 0, 0 },
#endif
};

struct my_point_t cron_points[] = {
	{ -10, -15 },	
	{ 10, -15 },	
	{ 15, -8 },	
	{ 10, 0 },	
	{ -10, 0 },	
	{ -15, -8 },	
	{ -10, -15 },	
	{ LINE_BREAK, LINE_BREAK },
	{ 0, 10 },
	{ 7, 5 },
	{ 7, 17 },
	{ 10, 30 },
	{ 7, 37 },
	{ LINE_BREAK, LINE_BREAK },
	{ 0, 10 },
	{ -7, 5 },
	{ -7, 17 },
	{ -10, 30 },
	{ -7, 37 },
	{ LINE_BREAK, LINE_BREAK },
	{ 0, 0 },
	{ 0, 30 },
	{ LINE_BREAK, LINE_BREAK },
	{ 7, -15 },
	{ 7, -25 },
	{ LINE_BREAK, LINE_BREAK },
	{ 9, -15 },
	{ 9, -35 },
};

struct my_point_t jammer_points[] = {
	{ -10, 0 },
	{ 10, 0 },
	{ 10, -10 },
	{ 5, -10 },
	{ 3, -15 },
	{ -3, -15 },
	{ -5, -10 },
	{ -10, -10 },
	{ -10, 0 },
};

struct my_point_t jammer_debris_points[] = {
	{ -10, 0 },
	{ 10, 0 },
	{ 10, -6 },
	{ 5, -2 },
	{ 3, -7 },
	{ -3, -0 },
	{ -7, -3 },
	{ -10, -4 },
	{ -10, 0 },
};

struct my_point_t present_points[] = {
	{ -10, -5 },
	{ -10,  5 },
	{   0, 10 },
	{  10,  5 },
	{  10, -5 },
	{  0, -10 },
	{ -10, -5 },
	{   0,  0 },
	{  10, -5 },
	{ LINE_BREAK, LINE_BREAK },
	{   0,  0 },
	{   0, 10 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ -5, 7 },
	{ -5, -3 },
	{  5, -7 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ 5, 7 },
	{ 5, -3 },
	{ -5, -7 },
};

struct my_point_t house_points[] = {
	{ -30, -10 },
	{ -30, 25 },
	{ 30, 25 },
	{ 30, -10},
	{ LINE_BREAK, LINE_BREAK },
	{ -5, 25 }, /* door */
	{ -5, 0 },
	{ 5, 0 },
	{ 5, 25 },
	{ LINE_BREAK, LINE_BREAK },
	{ 13, 15 }, /* window */
	{ 23, 15 },
	{ 23, 5 },
	{ 13, 5 },
	{ 13, 15 },
	{ LINE_BREAK, LINE_BREAK },
	{ -20, -10 }, /* left front corner vertical */
	{ -20, 25 },
	{ LINE_BREAK, LINE_BREAK },
	{ 20, -25 }, /* chimney */
	{ 20, -30 },
	{ 24, -30 },
	{ 24, -25 }, 
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ 30, -10}, /* roof */
	{ 25, -25},
	{ -25, -25},
	{ -30, -10 },
	{ 30, -10 },
	{ LINE_BREAK, LINE_BREAK },
	{ -25, -25 }, /* roof */
	{ -20, -10 },
};

struct my_point_t house_green_points[] = {
	{ -30, -10 },
	{ -30, 25 },
	{ 30, 25 },
	{ 30, -10},
	{ LINE_BREAK, LINE_BREAK },
	{ -5, 25 }, /* door */
	{ -5, 0 },
	{ 5, 0 },
	{ 5, 25 },
	{ LINE_BREAK, LINE_BREAK },
	{ 13, 15 }, /* window */
	{ 23, 15 },
	{ 23, 5 },
	{ 13, 5 },
	{ 13, 15 },
	{ LINE_BREAK, LINE_BREAK },
	{ -20, -10 }, /* left front corner vertical */
	{ -20, 25 },
	{ LINE_BREAK, LINE_BREAK },
	{ 20, -25 }, /* chimney */
	{ 20, -30 },
	{ 24, -30 },
	{ 24, -25 }, 
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, GREEN },
	{ 30, -10}, /* roof */
	{ 25, -25},
	{ -25, -25},
	{ -30, -10 },
	{ 30, -10 },
	{ LINE_BREAK, LINE_BREAK },
	{ -25, -25 }, /* roof */
	{ -20, -10 },
};

struct my_point_t fuel_points[] = {
	{ -30, -15 },

	{ -25, -18 }, /* top far curve */
	{ -20, -19 },
	{  20, -19 },
	{  25, -18 },

	{ 30, -15 },

	{  25, -12 }, /* top near curve */
	{  20, -11 },
	{ -20, -11 },
	{ -25, -12 },
	{ -30, -15 },

	{ LINE_BREAK, LINE_BREAK },

	{ 30, -15 },
	{ 30, 30 },
	
	{ 25, 33 }, /* bottom curve */
	{ 20, 34 },
	{ -20, 34 },
	{ -25, 33 },

	{ -30, 30 },
	{ -30, -15 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, WHITE },
	{ -25, 25 },
	{ -25, -5 },
	{ -15, -5 },
	{ LINE_BREAK, LINE_BREAK },
	{ -25, 15 },
	{ -15, 15 },
	{ LINE_BREAK, LINE_BREAK },
	{ -10, -5 },
	{ -10, 25 },
	{ 0, 25 },
	{ 0, -5 },
	{ LINE_BREAK, LINE_BREAK },
	{ 15, -5 },
	{ 5, -5 },
	{ 5, 25 },
	{ 15, 25 },
	{ LINE_BREAK, LINE_BREAK },
	{ 5, 15 },
	{ 10, 15 },
	{ LINE_BREAK, LINE_BREAK },
	{ 18, -5 },
	{ 18, 25 },
	{ 25, 25 },
};

struct my_point_t fuel_debris_points[] = {
	
	{ 25, 30 },
	{ 30, 25 },
	{ 30, 30 },
	
	{ 25, 33 }, /* bottom curve */
	{ 20, 34 },
	{ -20, 34 },
	{ -25, 33 },

	{ -30, 30 },
	{ -30, 23 },
	{ -27, 30 },
	{ LINE_BREAK, LINE_BREAK },
	{ -25, 30 },
	{ -20, 20 },
	{ -18, 27 },
	{ -10, 22 },
	{ -4,  29 },
	{  0,  23 },
	{ 7, 30 },
	{ 9, 24 },
	{ 15, 28 },
	{ 19, 16 },
	{ 26, 27 },

		 
};

struct my_point_t right_laser_beam_points[] = {
	{ -100, 0 },
	{ -80, 0 },
	{ LINE_BREAK, LINE_BREAK },
	{ -75, 0 },
	{ -50, 0 },
	{ LINE_BREAK, LINE_BREAK },
	{ -45, 0 },
	{ 0, 0 },
};

struct my_point_t player_ship_points[] = {
	{ 9, 0 }, /* front of hatch */
	{ 0,0 },
	{ -3, -6 }, /* top of hatch */
	{ -12, -12 },
	{ -18, -12 },
	{ -15, -4 }, /* bottom of tail */
	{ -3, -4 }, /* bottom of tail */
	{ -15, -4 }, /* bottom of tail */
	{ -15, 3 }, /* back top of wing */
	{ 0, 3 }, /* back top of wing */
	{ -15, 3 }, /* back top of wing */
	{ -18, 9 }, /* back bottom of wing */
	{ -12, 9 }, /* back front of wing */
	{ 0, 3 },
	{ -6, 6 },
	{ 20, 4 },
	{ 24, 2 }, /* tip of nose */
	{ 9, 0 }, /* front of hatch */
	{ -3, -6 }, /* top of hatch */ 
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ 20, 2 },
	{ -17, 2 }, /* red stripe */
#if 0
	{ LINE_BREAK, LINE_BREAK }, /* Just for testing */
	{ -30, -20 },
	{ 30, -20 },
	{ 30, 20 },
	{ -30, 20 },
	{ -30, -20 },
#endif
};

struct my_point_t sleigh_points[] = {
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ 2, -3 }, /* top of santa's thigh */
	{ 5, -3 },
	{ 6, 2 }, /* santa's shin */
	{ 3, 2 },/* bottom of santa's pantleg */
	{ LINE_BREAK, LINE_BREAK },
	{ -5, -10 }, /* santa's back */
	{ -3, -14 },
	{ 0, -12 },
	{ LINE_BREAK, LINE_BREAK }, /* santa's collar + beard */
	{ COLOR_CHANGE, WHITE },
	{ -3, -15 },
	{ 0, -13 },
	{ 4, -7 },
	{ 2, -14 },
	{ -3, -15 },
	{ 1, -19 }, /* santa's hat brim */
	{ LINE_BREAK, LINE_BREAK }, /* santa's face */
	{ COLOR_CHANGE, ORANGE },
	{ 1, -14 },
	{ 1, -18 },
	{ LINE_BREAK, LINE_BREAK }, /* santa's hat */
	{ COLOR_CHANGE, RED },
	{ -3, -16 },
	{ 0, -20 },
	{ -3, -21 },
	{ -12, -18 },
	{ -3, -16 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, WHITE }, /* santa's hat ball */
	{ -12, -18 },
	{ -12, -17 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ 0, -12 }, /* Santa's upper arm */
	{ 3, -7 },
	{ 6, -7 },
	{ 6, -4 },
	{ 0, -4 },
	{ LINE_BREAK, LINE_BREAK }, /* santa's cuff */
	{ COLOR_CHANGE, WHITE },
	{ 7, -7 },
	{ 7, -4 },
	{ LINE_BREAK, LINE_BREAK }, /* santa's hand */
	{ COLOR_CHANGE, GREEN },
	{ 8, -7 },
	{ 10, -7 },
	{ 10, -5 },
	{ 8, -5 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, WHITE }, /* sleigh's rails */
	{ -20, 10 },
	{ 20, 10 },
	{ 23, 7 },
	{ 23, 4 },
	{ 21, 3 }, 
	{ LINE_BREAK, LINE_BREAK },
	{ -10, 10 },
	{ -10, 5 },
	{ LINE_BREAK, LINE_BREAK },
	{ 10, 10 },
	{ 10, 5 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ 3, 5 },
	{ 0, -8 },
	{ -25, -10 },
	{ -20, 5 },
	{ 13, 5 },
	{ 15, 3 },
	{ 13, -10 },
	{ 15, -12 },
	{ 17, -12 },
	{ 18, -10 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, GREEN },
	{ -23, -10 },
	{ -15, -15 },
	{ -12, -16 },
	{ -9, -15 },
	{ -7, -10 },
};

struct my_point_t left_sleigh_points[ARRAY_SIZE(sleigh_points)];

struct my_point_t reindeer_points[] = {
	{ -5, 13 },
	{ -7, 8 },
	{ -5, 3 },
	{ 0, 5 },
	{ 5, 3 },
	{ 7, 8 },
	{ 5, 13 },
	{ LINE_BREAK, LINE_BREAK },
	{ 5, 3 },
	{ 9, -4 },
	{ 14, -4 },
	{ 14, -6 },
	{ 9, -8 },
	{ 9, -12 },
	{ LINE_BREAK, LINE_BREAK },
	{ 9, -6 },
	{ 9, -6 },
	{ 5, -2 },
	{ -5, -2 },
	{ -7, -4 },
	{ -7, -8 },
	{ LINE_BREAK, LINE_BREAK },
	{ -5, -2 },
	{ -6, -1 },
	{ -5, 3 },
};

struct my_point_t reindeer_points2[] = {
	{ -2, 12 },
	{ -5, 8 },
	{ -5, 3 },
	{ 0, 5 },
	{ 5, 3 },
	{ 5, 8 },
	{ 2, 12 },
	{ LINE_BREAK, LINE_BREAK },
	{ 5, 3 },
	{ 9, -4 },
	{ 14, -4 },
	{ 14, -6 },
	{ 9, -8 },
	{ 9, -12 },
	{ LINE_BREAK, LINE_BREAK },
	{ 9, -6 },
	{ 9, -6 },
	{ 5, -2 },
	{ -5, -2 },
	{ -7, -4 },
	{ -7, -8 },
	{ LINE_BREAK, LINE_BREAK },
	{ -5, -2 },
	{ -6, -1 },
	{ -5, 3 },
};

struct my_point_t left_reindeer_points2[] = {
	{ -2, 12 },
	{ -5, 8 },
	{ -5, 3 },
	{ 0, 5 },
	{ 5, 3 },
	{ 5, 8 },
	{ 2, 12 },
	{ LINE_BREAK, LINE_BREAK },
	{ 5, 3 },
	{ 9, -4 },
	{ 14, -4 },
	{ 14, -6 },
	{ 9, -8 },
	{ 9, -12 },
	{ LINE_BREAK, LINE_BREAK },
	{ 9, -6 },
	{ 9, -6 },
	{ 5, -2 },
	{ -5, -2 },
	{ -7, -4 },
	{ -7, -8 },
	{ LINE_BREAK, LINE_BREAK },
	{ -5, -2 },
	{ -6, -1 },
	{ -5, 3 },
};

struct my_point_t socket_points[] = {
	{ 9, 0 }, /* front of hatch */
	{ -3, -6 }, /* top of hatch */
	{ -12, -12 },
	{ -18, -12 },
	{ -15, -4 }, /* bottom of tail */
	/* { -3, -4 }, */ /* bottom of tail */
	/* { -15, -4 },*/ /* bottom of tail */
	{ -15, 3 }, /* back top of wing */
	/*{ 0, 3 },*/ /* back top of wing */
	/*{ -15, 3 },*/ /* back top of wing */
	{ -18, 9 }, /* back bottom of wing */
	{ -12, 9 }, /* back front of wing */
	/* { LINE_BREAK, LINE_BREAK }, */
	/* { 0, 3 }, */
	{ -6, 6 },
	{ 20, 4 },
	{ 24, 2 }, /* tip of nose */
	{ 9, 0 }, /* front of hatch */
	{ LINE_BREAK, LINE_BREAK },
	{ -30, -25 },
	{ 30, -25 },
	{ 30, 25 },
	{ -30, 25 },
	{ -30, -25 },
	/* { -3, -6 },*/ /* top of hatch */ 
#if 0
	{ LINE_BREAK, LINE_BREAK }, /* Just for testing */
	{ -30, -20 },
	{ 30, -20 },
	{ 30, 20 },
	{ -30, 20 },
	{ -30, -20 },
#endif
};

struct my_point_t left_player_ship_points[] = {
	/* Data is reversed algorithmically */
	{ 9, 0 }, /* front of hatch */
	{ 0,0 },
	{ -3, -6 }, /* top of hatch */
	{ -12, -12 },
	{ -18, -12 },
	{ -15, -4 }, /* bottom of tail */
	{ -3, -4 }, /* bottom of tail */
	{ -15, -4 }, /* bottom of tail */
	{ -15, 3 }, /* back top of wing */
	{ 0, 3 }, /* back top of wing */
	{ -15, 3 }, /* back top of wing */
	{ -18, 9 }, /* back bottom of wing */
	{ -12, 9 }, /* back front of wing */
	{ 0, 3 },
	{ -6, 6 },
	{ 20, 4 },
	{ 24, 2 }, /* tip of nose */
	{ 9, 0 }, /* front of hatch */
	{ -3, -6 }, /* top of hatch */ 
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ 20, 2 },
	{ -17, 2 }, /* red stripe */
	
#if 0
	{ LINE_BREAK, LINE_BREAK }, /* Just for testing */
	{ -30, -20 },
	{ 30, -20 },
	{ 30, 20 },
	{ -30, 20 },
	{ -30, -20 },
#endif
};

struct my_point_t bomb_points[] = {
	{ -2, -6 },
	{ 2, -6 },
	{ 2, -4 },
	{ 0, -3 },
	{ -2, -4 },
	{ -2, -6 },
	{ LINE_BREAK, LINE_BREAK },
	{ 0, -3 },
	{ 2, -1 },
	{ 2, 8 },
	{ 0, 9 },
	{ -2, 8 },
	{ -2, -1 },
	{ 0, -3 },
};

struct my_point_t big_rocket_points[] = {
	{ 0, -35 },
	{ -5, -25 },
	{ -5, 5 },
	{ 0, 15 },
	{ 5, 5 },
	{ 5, -25 },
	{ 0, -35 },
	{ LINE_BREAK, LINE_BREAK },
	{ -5, 5 },
	{ -10, 15 },
	{ 10, 15 },
	{ 5, 5 },
};

struct my_point_t rocket_points[] = {
	{ -2, 3 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ -2, 3 },
	{ -4, 7 },
	{ -2, 7 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, WHITE },
	{ -2, 7 },
	{ -2, -14 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ -2, -14 },
	{ 0, -20 },
	{ 2, -14 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, WHITE },
	{ 2, -14 },
	{ 2, 7},
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ 2, 7},
	{ 4, 7},
	{ 2, 3}, 
};

struct my_point_t bridge_points[] = {  /* square with an x through it, 8x8 */
	{ -4, -4 },
	{ -4, 4 },
	{ 4, 4 },
	{ -4, -4 },
	{ 4, -4 },
	{ -4, 4 },
	{ LINE_BREAK, LINE_BREAK },
	{ 4, -4 },
	{ 4, 4 },
};

struct my_point_t jet_points[] = {
	{ -20, 0 },
	{ -13, -3 },
	{ -10, -5 },
	{ 20, -3 },
	{ 35, -15 },
	{ 43, -15 },
	{ 37, -3 },
	{ 37, 0 },
	{ -10, 2 },
	{ -20, 0 },
	{ LINE_BREAK, LINE_BREAK },
	{ 37, -3 },
	{ 20, -3 },
};

struct my_point_t ships_hull_points[] = {
	/* bowsprit */
	{ -60, -14 },
	{ -15, -10 },
	{  -15, -5 },
	{   21, -5 },
	{   25, -13 },
	{  60, -15 },
	{  55, 0 },
	{  51, -1 },
	{  51, 20 },
	{  -12, 15 },
	{  -27, 0 },
	{  -30, -7 },
	{  -60, -14 }, 	
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, GREEN }, /* wine bottle */
	{ -135, -120 }, 
	{ 110, -120 }, 
	{ 110, 23 }, 
	{ -135, 23 }, 
	{ -160, 5 }, 
	{ -175, -25 }, 
	{ -300, -25 }, 
	{ -300, -65 }, 
	{ -175, -65 }, 
	{ -160, -102 }, 
	{ -135, -120 }, 
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, ORANGE },
	{ 51, 15 },
	{ -12, 15 }, /* keel */
	{ LINE_BREAK, LINE_BREAK },
	{ 5, -5 },
	{ 8, -110 }, /* main mast */
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, RED },
	{ 8, -110 }, /* main mast */
	{ 0, -108 }, /* flag */
	{ 8, -105 },
	
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, ORANGE },
	{ 39, -14 }, /* aft mast */
	{ 41, -95 },
	{ LINE_BREAK, LINE_BREAK },
	{ -22, -12 }, /* fore mast */
	{ -20, -83 },
	{ LINE_BREAK, LINE_BREAK },
	{ COLOR_CHANGE, WHITE },
	{ -20, -83 },
	{ -60, -14 }, /* fore sail */
	{ -30, -25 },
	{ -20, -83 },
	{ 8, -100 }, /* lines on top */
	{ 41, -90 },
	{ 60, -70 },
	{ LINE_BREAK, LINE_BREAK },
	{ 39, -20 }, /* aft boom */
	{ 75, -20 },
	{ LINE_BREAK, LINE_BREAK },
	{ 39, -60 }, /* upper aft boom */
	{ 60, -70 },
	{ 75, -20 },
	{ LINE_BREAK, LINE_BREAK },
	{ -30, -75 }, /* foretopsail */
	{ -14, -75 },
	{ -17, -68 },
	{ -14, -58 },
	{ -27, -61 },
	{ -30, -58 },
	{ -32, -65 },
	{ -30, -75 },  
	{ LINE_BREAK, LINE_BREAK },
	{ -30, -58 }, /* foremidsail */
	{ -14, -58 },
	{ -14, -49 },
	{ -10, -40 },
	{ -24, -45 },
	{ -35, -40 },
	{ -36, -47 },
	{ -30, -58 },
	{ LINE_BREAK, LINE_BREAK },
	{ -35, -40 }, /* forelowersail */
	{ -10, -40 },
	{ -10, -26 },
	{ -5, -12 },
	{ -25, -17 },
	{ -39, -12 },
	{ -40, -22 },
	{ -35, -40 },
	{ LINE_BREAK, LINE_BREAK },
	{ -5, -100 }, /* main top sail */
	{  20, -100 },
	{  20, -95 },
	{  25, -80 },
	{  20, -83 },
	{  -6, -83 },
	{ -10, -80 },
	{ -10, -85 },
	{ -5, -100 },
	{ LINE_BREAK, LINE_BREAK },
	{  25, -80 }, /* 2nd main sail */
	{ -10, -80 },
	{ -15, -63 },
	{ -15,  -57 },
	{ -10,  -60 },
	{  25,  -60 },
	{  30,  -57 },
	{  25,  -75 },
	{  25, -80 },
	{ LINE_BREAK, LINE_BREAK },
	{ -15,  -57 }, /* 3rd main sail */
	{  30,  -57 },
	{  30,  -50 },
	{  33,  -37 },
	{  28,  -40 },
	{  -13,  -40 },
	{  -18,  -37 },
	{  -18,  -43 },
	{ -15,  -57 },
	{ LINE_BREAK, LINE_BREAK },
	{  33,  -37 }, /* 4th main sail */
	{  -18,  -37 },
	{  -20,  -18 },
	{  -20,  -13 },
	{  -15,  -17 },
	{  30,  -17 },
	{  35,  -13 },
	{  33,  -32 },
	{  33,  -37 },
	{ LINE_BREAK, LINE_BREAK },
	{  28,  -90 }, /* aft top sail */
	{  52,  -90 },
	{  52,  -85 },
	{  55,  -70 },
	{  50,  -73 },
	{  30,  -73 },
	{  25,  -70 },
	{  25,  -75 },
	{  28,  -90 },
	{ LINE_BREAK, LINE_BREAK },
	{  55,  -70 },
	{  25,  -70 },
	{  22,  -55 },
	{  22,  -50 },
	{  25,  -53 },
	{  52,  -53 },
	{  57,  -50 },
	{  55,  -65 },
	{  55,  -70 },
	{ LINE_BREAK, LINE_BREAK },
	{  22,  -50 },
	{  57,  -50 },
	{  57,  -45 },
	{  60,  -30 },
	{  55,  -33 },
	{  25,  -33 },
	{  20,  -30 },
	{  20,  -35 },
	{  22,  -50 },
	
};

/* These debris things will get filled in procedurally */
/* these drawings are used when something explodes, to add */
/* flying debris objects into the explosion. See make_debris_forms().  */
#define NDEBRIS_FORMS 25
struct my_point_t *debris_point[NDEBRIS_FORMS] = { 0 };
struct my_vect_obj *debris_vect[NDEBRIS_FORMS] = { 0 };

/* Just a bunch of random snippets of lisp code for the emacs */
/* blimps to spew out into core memory space as "memory leaks" */
/* wish I could find some humorous lisp code, but, */
/* who the hell would even recognize it? */
char randomlisp[] = "(let ((arg (if (consp (car args)) (caar args) (car args)))"
	"(cond ((= chr ?s)"
	"(if addr (concat (car addr) \" <\" (cdr addr) \">\")"
	"(or (and (boundp 'report-xemacs-bug-beta-address)"
	"report-xemacs-bug-beta-address)"
	"(if (eq (car-safe calc-last-kill) (car kill-ring-yank-pointer))"
	"(cdr calc-last-kill)"
	"(if (stringp (car kill-ring-yank-pointer))"
	"(semantic-bovinate-from-nonterminal-full" /* semantic-bovinate? */
	"   (if value (list (car value) (cdr value))))"
	":value-to-external (lambda (widget value)"
	"(if value (append (list (car value)) (cadr value)))))";

/* contains instructions on how to draw all the objects */
struct my_vect_obj player_vect;
struct my_vect_obj left_player_vect;
struct my_vect_obj reindeer2_vect;
struct my_vect_obj left_reindeer2_vect;
struct my_vect_obj sleigh_vect;
struct my_vect_obj left_sleigh_vect;
struct my_vect_obj rocket_vect;
struct my_vect_obj big_rocket_vect;
struct my_vect_obj jet_vect;
struct my_vect_obj spark_vect;
struct my_vect_obj right_laser_vect;
struct my_vect_obj fuel_vect;
struct my_vect_obj fuel_debris_vect;
struct my_vect_obj house_vect;
struct my_vect_obj present_vect;
struct my_vect_obj house_green_vect;
struct my_vect_obj jammer_vect;
struct my_vect_obj jammer_debris_vect;
struct my_vect_obj cron_vect;
struct my_vect_obj ship_vect;
struct my_vect_obj bomb_vect;
struct my_vect_obj bridge_vect;
struct my_vect_obj kgun_vect;
struct my_vect_obj inverted_kgun_vect;
struct my_vect_obj airship_vect;
struct my_vect_obj balloon_vect;
struct my_vect_obj SAM_station_vect;
struct my_vect_obj SAM_station_debris_vect;
struct my_vect_obj humanoid_vect;
struct my_vect_obj jetpilot_vect_right;
struct my_vect_obj jetpilot_vect_left;
struct my_vect_obj socket_vect;
struct my_vect_obj bullet_vect;
struct my_vect_obj gdb_vect_right;
struct my_vect_obj gdb_vect_left;
struct my_vect_obj octopus_vect;
struct my_vect_obj ships_hull;
struct my_vect_obj tesla_vect;

/* There are 4 home-made "fonts" in the game, all the same "typeface", but 
 * different sizes */
struct my_vect_obj **gamefont[4];
/* indexes into the gamefont array */
#define BIG_FONT 0
#define SMALL_FONT 1
#define TINY_FONT 2
#define NANO_FONT 3

/* sizes of the fonts... in arbitrary units */
#define BIG_FONT_SCALE 14 
#define SMALL_FONT_SCALE 5 
#define TINY_FONT_SCALE 3 
#define NANO_FONT_SCALE 2 

/* spacing of letters between the fonts, pixels */
#define BIG_LETTER_SPACING (10)
#define SMALL_LETTER_SPACING (5)
#define TINY_LETTER_SPACING (3)
#define NANO_LETTER_SPACING (2)

/* max text lines that fit on the screen, used in attract mode */
#define MAXTEXTLINES 20
/* State of the game text printing system for the attract mode */
int current_color = WHITE;
int current_font = BIG_FONT;
int cursorx = 0;
int cursory = 0;
int livecursorx = 0;
int livecursory = 0;

/* for getting at the font scales and letter spacings, given  only font numbers */
int font_scale[] = { BIG_FONT_SCALE, SMALL_FONT_SCALE, TINY_FONT_SCALE, NANO_FONT_SCALE };
int letter_spacing[] = { BIG_LETTER_SPACING, SMALL_LETTER_SPACING, TINY_LETTER_SPACING, NANO_LETTER_SPACING };

/* more stuff for the attract mode's idea of how the "text screen" works. */
int ntextlines = 0;
struct text_line_t {
	int x, y, font;
	char string[80];
} textline[20];

/* This is just stored in memory... I'm too lazy to make this */
/* run setgid in order to write it out to a "games" owned score file, and */
/* anyway, this is an old school shooter -- when you pull the plug on the */
/* (imagined) coin op machine, high scores are cleared.  Big deal. */
#define MAXHIGHSCORES 10
struct score_data {
	char name[4];
	int score;
} highscore[MAXHIGHSCORES];
int highscore_letter = 0;
int highscore_buttonpress = 0;
char highscore_initials[4];
int highscore_current_initial = 0;
int autopilot_mode = 0;
int high_score_file_descriptor = -1; /* not currently implemented. */

#define FINAL_MSG1 "Where is your"
#define FINAL_MSG2 "editor now???"

/* text line entries are just fixed... */
#define GAME_OVER 1
#define CREDITS 0

typedef void line_drawing_function(GdkDrawable *drawable,
	 GdkGC *gc, gint x1, gint y1, gint x2, gint y2);

typedef void bright_line_drawing_function(GdkDrawable *drawable,
	 GdkGC *gc, gint x1, gint y1, gint x2, gint y2, int color);

typedef void rectangle_drawing_function(GdkDrawable *drawable,
	GdkGC *gc, gboolean filled, gint x, gint y, gint width, gint height);

typedef void explosion_function(int x, int y, int ivx, int ivy, int v, int nsparks, int time);
typedef void add_spark_function(int x, int y, int vx, int vy, int time);

line_drawing_function *current_draw_line = gdk_draw_line;
rectangle_drawing_function *current_draw_rectangle = gdk_draw_rectangle;
bright_line_drawing_function *current_bright_line = NULL;
explosion_function *explosion = NULL;
explosion_function *bright_explosion = NULL;

/* I can switch out the line drawing function with these macros */
/* in case I come across something faster than gdk_draw_line */
#define DEFAULT_LINE_STYLE current_draw_line
#define DEFAULT_RECTANGLE_STYLE current_draw_rectangle
#define DEFAULT_BRIGHT_LINE_STYLE current_bright_line

#define wwvi_draw_line DEFAULT_LINE_STYLE
#define wwvi_draw_rectangle DEFAULT_RECTANGLE_STYLE
#define wwvi_bright_line DEFAULT_BRIGHT_LINE_STYLE

/* #define wwvi_draw_line gdk_draw_line */
/* #define wwvi_draw_rectangle gdk_draw_rectangle */

float xscale_screen;
float yscale_screen;
int real_screen_width;
int real_screen_height;

void scaled_line(GdkDrawable *drawable,
	GdkGC *gc, gint x1, gint y1, gint x2, gint y2)
{
	gdk_draw_line(drawable, gc, x1*xscale_screen, y1*yscale_screen,
		x2*xscale_screen, y2*yscale_screen);
}

void thick_scaled_line(GdkDrawable *drawable,
	GdkGC *gc, gint x1, gint y1, gint x2, gint y2)
{
	int sx1,sy1,sx2,sy2,dx,dy;

	if (abs(x1-x2) > abs(y1-y2)) {
		dx = 0;
		dy = 1;
	} else {
		dx = 1;
		dy = 0;
	}
	sx1 = x1*xscale_screen;
	sx2 = x2*xscale_screen;
	sy1 = y1*yscale_screen;	
	sy2 = y2*yscale_screen;	
	
	gdk_draw_line(drawable, gc, sx1,sy1,sx2,sy2);
	gdk_draw_line(drawable, gc, sx1-dx,sy1-dy,sx2-dx,sy2-dy);
	gdk_draw_line(drawable, gc, sx1+dx,sy1+dy,sx2+dx,sy2+dy);
}

void scaled_rectangle(GdkDrawable *drawable,
	GdkGC *gc, gboolean filled, gint x, gint y, gint width, gint height)
{
	gdk_draw_rectangle(drawable, gc, filled, x*xscale_screen, y*yscale_screen,
		width*xscale_screen, height*yscale_screen);
}

void scaled_bright_line(GdkDrawable *drawable,
	GdkGC *gc, gint x1, gint y1, gint x2, gint y2, int color)
{
	int sx1,sy1,sx2,sy2,dx,dy;

	if (abs(x1-x2) > abs(y1-y2)) {
		dx = 0;
		dy = 1;
	} else {
		dx = 1;
		dy = 0;
	}
	sx1 = x1*xscale_screen;
	sx2 = x2*xscale_screen;
	sy1 = y1*yscale_screen;	
	sy2 = y2*yscale_screen;	
	
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	gdk_draw_line(drawable, gc, sx1,sy1,sx2,sy2);
	gdk_gc_set_foreground(gc, &huex[color]);
	gdk_draw_line(drawable, gc, sx1-dx,sy1-dy,sx2-dx,sy2-dy);
	gdk_draw_line(drawable, gc, sx1+dx,sy1+dy,sx2+dx,sy2+dy);
}

void unscaled_bright_line(GdkDrawable *drawable,
	GdkGC *gc, gint x1, gint y1, gint x2, gint y2, int color)
{
	int dx,dy;

	if (abs(x1-x2) > abs(y1-y2)) {
		dx = 0;
		dy = 1;
	} else {
		dx = 1;
		dy = 0;
	}
	
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	gdk_draw_line(drawable, gc, x1,y1,x2,y2);
	gdk_gc_set_foreground(gc, &huex[color]);
	gdk_draw_line(drawable, gc, x1-dx,y1-dy,x2-dx,y2-dy);
	gdk_draw_line(drawable, gc, x1+dx,y1+dy,x2+dx,y2+dy);
}

void crazy_line(GdkDrawable *drawable,
	GdkGC *gc, gint x1, gint y1, gint x2, gint y2)
{
	int angle;

	int x3,y3, x4,y4;
#if 1
	angle = timer % 360;

	x3 = ((x1 - (SCREEN_WIDTH/2)) * sine[angle]) + SCREEN_WIDTH/2;
	x4 = ((x2 - (SCREEN_WIDTH/2)) * sine[angle]) + SCREEN_WIDTH/2;
	y3 = ((y1 - (SCREEN_HEIGHT/2)) * cosine[angle]) + SCREEN_HEIGHT/2;
	y4 = ((y2 - (SCREEN_HEIGHT/2)) * cosine[angle]) + SCREEN_HEIGHT/2;
	gdk_draw_line(drawable, gc, x3, y3, x4, y4);	
#else
	double size;
	size = (timer % 300) + 100;
	size = size / 100.0;
	x3 = ((x1 - (SCREEN_WIDTH/2)) / size) + SCREEN_WIDTH/2;
	x4 = ((x2 - (SCREEN_WIDTH/2)) / size) + SCREEN_WIDTH/2;
	y3 = ((y1 - (SCREEN_HEIGHT/2)) / size) + SCREEN_HEIGHT/2;
	y4 = ((y2 - (SCREEN_HEIGHT/2)) / size) + SCREEN_HEIGHT/2;
	gdk_draw_line(drawable, gc, x3, y3, x4, y4);	
#endif
	/* gdk_draw_line(drawable, gc, x1, y1, x2, y2);	 */

}

void crazy_rectangle(GdkDrawable *drawable,
	GdkGC *gc, gboolean filled, gint x, gint y, gint width, gint height)
{
	int x3, y3, x4, y4;

	x3 = x;
	y3 = y;
	x4 = x + width;
	y4 = y + height;

	crazy_line(drawable, gc, x3, y3, x4, y3);
	crazy_line(drawable, gc, x3, y4, x4, y4);
	crazy_line(drawable, gc, x3, y3, x3, y4);
	crazy_line(drawable, gc, x4, y3, x4, y4);
}

void init_vxy_2_dxy()
{
	int x, y;
	double dx, dy, angle;

	/* Given a velocity, (vx, vy), precompute offsets */
	/* for a fixed magnitude */

	for (x=0;x<=MAX_VELOCITY_TO_COMPUTE;x++) {
		for (y=0;y<=MAX_VELOCITY_TO_COMPUTE;y++) {
			if (x == 0) {
				vxy_2_dxy[x][y].y = 
					((double) -y / (double) MAX_VELOCITY_TO_COMPUTE) * V_MAGNITUDE;
				vxy_2_dxy[x][y].x = 0;
				continue;
			}
			dx = x;
			dy = y;
			angle = atan(dy/dx);
			dx = cos(angle) * V_MAGNITUDE;
			dy = -sin(angle) * V_MAGNITUDE;
			vxy_2_dxy[x][y].x = (int) dx;
			vxy_2_dxy[x][y].y = (int) dy;
		}
	}
}

/* These two functions use the vxy_2_dxy array, but correct for negative x or y */
static inline int dx_from_vxy(int vx, int vy) 
{
	if ((abs(vx) > MAX_VELOCITY_TO_COMPUTE) || (abs(vy) > MAX_VELOCITY_TO_COMPUTE))
		return 0;
	return (vx < 0) ?  -vxy_2_dxy[abs(vx)][abs(vy)].x : vxy_2_dxy[abs(vx)][abs(vy)].x;
}

static inline int dy_from_vxy(int vx, int vy) 
{
	if ((abs(vx) > MAX_VELOCITY_TO_COMPUTE) || (abs(vy) > MAX_VELOCITY_TO_COMPUTE))
		return 0;
	return (vy < 0) ?  -vxy_2_dxy[abs(vx)][abs(vy)].y : vxy_2_dxy[abs(vx)][abs(vy)].y;
}


/* attract mode text screen related functions */
void set_font(int fontnumber)
{
	current_font = fontnumber;
}

void gotoxy(int x, int y)
{
	cursorx = (x+1) * font_scale[current_font]*3;
	cursory = (y+1) * font_scale[current_font]*7;
}

void cleartext()
{
	ntextlines = 0;
}

void gameprint(char *s)
{
	int n;

	/* printf("Printing '%s'\n", s); */
	n = ntextlines;
	if (n>=MAXTEXTLINES)
		n = 0;
	textline[n].x = cursorx;
	textline[n].y = cursory;
	textline[n].font = current_font;
	strcpy(textline[n].string, s);
	ntextlines++;
	if (ntextlines >=MAXTEXTLINES)
		ntextlines = MAXTEXTLINES-1;
}

int current_font_scale = BIG_FONT_SCALE;

/* every object in the game is a game_obj_t, defined below... */
struct game_obj_t;

typedef void (*get_coords_func)(struct game_obj_t *parent, struct game_obj_t *child,  int *x, int *y);

/* some function pointers which game_obj_t's may have */
typedef void obj_move_func(struct game_obj_t *o);		/* moves and object, called once per frame */
typedef void obj_draw_func(struct game_obj_t *o, GtkWidget *w); /* draws object, called 1/frame, if onscreen */
typedef void obj_destroy_func(struct game_obj_t *o);		/* called when an object is killed */

/* Various object type specific data structures are defined below. */
/* these are all put into a union in the game_obj_t structure. */

struct extra_player_data {  /* these are used when drawing the player zooming into the game */
	int count;	    /* at the beginning of levels. */
	int count2;
};

struct reindeer_data {
	int count; /* must match extra_player_data */
	int count2;
	int direction;
	int sleigh;
	int rudolph;
}; 

struct harpoon_data {		
	struct game_obj_t *gdb;	/* which gdb this harpoon came from */
};

struct octopus_data {
	int awake;			/* is octopus awake? */
	int tx, ty;			/* target x and y to which he's moving, in game coords */
	struct game_obj_t *tentacle[8];	/* the octopus's tentacles are separate objs. */
};

struct gdb_data {
	int awake;			/* is gdb awake? */
	int tx, ty;			/* target x and y, game coords */
};

struct cron_data {
	int beam_speed;			/* speed at which beam is sweeping across ground. */
	int beam_pos;			/* x coord, in game coords of beam */
	int tmp_ty_offset;		/* if destination is a long way off, ty may be offset randomly */
					/* this keeps cron job from just sitting at a constant altitude */
					/* which would make him an easy target */
	int tx, ty;			/* destination x,y, in game coords */
	int eyepos;			/* the cron job has a little eye, this traks the eye's movement */
	struct game_obj_t *myhuman;	/* the vi .swp file which the cron job is cleaning up (abducting) */

	int pissed_off_timer;
	int state;			/* initially, SEEKING_HUMAN, then when he finds a human */
					/* he carries him to the volcano, then seeks another human. */
					/* occasionally he'll get pissed off at the player and chase */
					/* him for awhile (until pissed_off_timer gets to zero. */
					/* then, depending if he's carrying a human, back to seeking, */
					/* or back to the volcano. */
#define CRON_STATE_SEEKING_HUMAN 1
#define CRON_STATE_CARRYING_HUMAN_TO_VOLCANO 2
#define CRON_STATE_PISSED_OFF 3
};

struct tentacle_seg_data {
	int angle;			/* angle of this tentacle segment relative to previous one, in degrees */
	int length;			/* length of tentacle seg, pixels */
	int angular_v;			/* angular velocity, degrees/frame */
	int dest_angle;			/* target angle towards which tentacle seg is moving. */
};

struct tentacle_data {
	struct game_obj_t *attached_to;	/* the octopus's head */
	int angle;			/* angle of attachment of first segment */
	int nsegs;			/* how many segments? */
	int upper_angle, lower_angle;	/* limits on attachment angle (keeps tentacles mostly pointing down) */
					/* array of tentacle segments */
	int color_scheme;
	int other_color;
	struct tentacle_seg_data seg[MAX_TENTACLE_SEGS];	
};

struct floating_message_data { 		/* for those floating text messages, like "Help!", "Woohoo!", and scores */
	int font;
	unsigned char msg[21];
};

struct human_data {
	struct game_obj_t *abductor;	/* cron job which has abducted him */
	int picked_up;			/* is he currently picked up? */
	int on_ground;			/* is he on the ground? */
	int human_number;		/* there are a number of humans, he must know which one he is. */
	int seat_number;
};

struct jammer_data {			/* these are used in the drawing of radar jammers */
	int width;			/* the spinning antenna uses these values. */
	int direction;			/* expanding or contracting */
};

struct fuel_data {
	int level;			/* how much fuel is in the fuel tank? */
};

struct airship_data {
	int bannerline;			/* blimps have scrolling text on the side */
					/* bannerline keeps track of where in the */
					/* script of text that scrolls by we are. */
	int pressure;			/* shooting at the blimps increases the */
					/* pressure, makes the blimp shoot out more */
					/* leaking lisp code, and makes it fatter */
};

struct worm_data {
#define NWORM_TIME_UNITS 5 
	struct game_obj_t *parent;	/* next worm segment up towards the head */
	struct game_obj_t *child;	/* next worm segment back towards the tail */
	int x[NWORM_TIME_UNITS];	/* list of this segments position for the last */
	int y[NWORM_TIME_UNITS];	/* few time units... x[i], y[i] is current pos */
	int i;				/* current index into x,y arrays */
	int tx, ty;			/* short term destination x,y */
	int ltx, lty;			/* long term destination x,y */
	int coloroffset;
};

struct debris_data {
	int debris_type;		/* controls what sounds debris makes when */
#define DEBRIS_TYPE_STONE 0		/* it bounces. */
#define DEBRIS_TYPE_METAL 1
};

struct health_data {
	int health;
	int prevhealth;
	int maxhealth;
};

struct truss_data {
	struct game_obj_t *above, *below;
	int height, top_width, bottom_width; /*  to allow different shaped trusses */
};

struct tesla_data {
	int bank_shot_factor; /* has to match bomb. */
	int invert;
	int discharging;
	int close_enough;
	int time_to_discharge;
	int targetx, targety;
	struct game_obj_t *attached_to;
};

struct kgun_data {
	int bank_shot_factor; /* has to match bomb. */
	int invert;	/* 1 means hanging upside down, -1, means mounted on ground. */
	int size;	/* between 0 and 31, 31 being the biggest. */
	int velocity_factor; /* smaller guns shoot slower, unless corrected by velocity factor */
	int recoil_amount; /* when shooting, set to 10, then decrement to 0 each frame. */
	struct game_obj_t *attached_to; /* thing gun is attached to */
};

struct gunwheel_data {
	int size;
	struct game_obj_t *left;
	struct game_obj_t *right;
	struct game_obj_t *attached_to;
	int inverted;
	int rotation_multiplier;
};

struct house_data {
	int santa_came;
};

struct bomb_data {
	int bank_shot_factor;
};

struct laser_data {
	int tail_x;
};

union type_specific_data {		/* union of all the typs specific data */
	struct harpoon_data harpoon;
	struct gdb_data gdb;
	struct octopus_data octopus;
	struct extra_player_data epd;
	struct reindeer_data reindeer;
	struct tentacle_data tentacle;
	struct floating_message_data floating_message;
	struct cron_data cron;
	struct human_data human;
	struct jammer_data jammer;
	struct fuel_data fuel;
	struct airship_data airship;
	struct debris_data debris;
	struct worm_data worm;
	struct truss_data truss;
	struct kgun_data kgun;
	struct house_data house;
	struct bomb_data bomb;
	struct laser_data laser;
	struct gunwheel_data gunwheel;
	struct tesla_data tesla;
};

struct game_obj_t {
	int number;			/* offset into the go[] (game object) array */
	obj_move_func *move; 
	obj_draw_func *draw;
	obj_destroy_func *destroy;
	struct my_vect_obj *v;		/* drawing instructions */
	int x, y;			/* current position, in game coords */
	int vx, vy;			/* velocity */
	int above_target_y;
	int below_target_y;
	int color;			/* initial color */
	int alive;			/* alive?  Or dead? */
	int otype;			/* object type */
	struct game_obj_t *bullseye;	/* point to object this object is chasing */
	int last_xi;			/* the last x index into the terrain array which */
					/* corresponds to the segment directly underneath */
					/* this object -- used for detecting when an object */
					/* smacks into the ground. */
	int counter;			/* a counter various object types used for var. purposes */
	union type_specific_data tsd;	/* the Type Specific Data for this object */
	int missile_timer;		/* to keep missiles from firing excessively rapidly */
	int radar_image;		/* Does this object show up on radar? */ 
	int uses_health;
	struct health_data health;
	struct game_obj_t *next;	/* These pointers, next, prev, are used to construct the */
	struct game_obj_t *prev;	/* target list, the list of things which may be hit by other things */
	int ontargetlist;		/* this list keeps of from having to scan the entire object list. */
	get_coords_func gun_location;	/* for attaching guns to objects */
	struct game_obj_t *attached_gun;/* For attaching guns to objects */
	struct my_vect_obj *debris_form;/* How to draw it when destroyed. */
	int lastx, lasty;		/* in case we want to calc velocity by verlet integration */
};

struct game_obj_t *target_head = NULL;

struct terrain_t {			/* x,y points of the ground, in game coords */
	int npoints;
	int x[TERRAIN_LENGTH];
	int y[TERRAIN_LENGTH];
	int slope[TERRAIN_LENGTH];
} terrain;

struct game_state_t {
	int x;				/* x position of left edge of screen, in game coords */
	int y;				/* y position of top of screen, in game coords */
	int vx;				/* x velocity of viewport.  Usually the same as player's vx */
	int vy;				/* y velocity of viewport.  Usually the same as player's vy */
	int lives;			/* How many lives the player has left in this game. */
	int nobjs;			/* max number of objects in the game */
	int direction;			/* direction player is facing. 1 = left, -1 = right. */
	int health;			/* Think of this as the player's hit points. */
	int max_player_health;		/* maximum player health, affected by difficulty setting. */
	int score;			/* Player's score */
	int prev_score;			/* Used to detect changes in score for drawing routine efficiency. */
	int nbombs;			/* number of bombs in the player's possession */
	int ngbombs;			/* number of bombs in the player's possession */
	int prev_bombs;			/* Used to detect changes in bombs for drawing routine efficiency */
	int humanoids;			/* Number of humanoids the player has picked up */
	int missile_locked;		/* Indicates whether a missile is after the player, for alarm sound */
	int corrosive_atmosphere;
	struct timeval start_time, 	/* Used to calculate how long player took to finish a level */
		finish_time;
	struct game_obj_t go[MAXOBJS];	/* all the objects in the game are in this array. */
	int cmd_multiplier;		/* If you prefix keystrokes with a number... like editing in vi. */
	int sound_effects_on;		/* Whether sound effects are turned on or off */
	int sound_effects_manually_turned_off; /* whether sound effects were manually turned off */
					/* rather than turned off by the goofy intro music. */
	int radar_state;		/* Whether the radar is booting up, fritzed, or operational */
#define     RADAR_RUNNING (0)
#define     RADAR_FRITZED (-1)
#define     RADAR_BOOTUP (3 * frame_rate_hz) /* How long it takes the radar to boot up. */
	int nextbombtime;
	int nextgbombtime;
	int nextlasertime;
	int nextlasercolor;
	int nextchafftime;

	int key_up_pressed;
	int key_down_pressed;
	int key_left_pressed;
	int key_right_pressed;
	int key_bomb_pressed;
	int key_present_pressed;
	int key_gbomb_pressed;
	int key_chaff_pressed;
	int key_laser_pressed;
	int x_joystick_axis;
	int y_joystick_axis;
	int rumble_wanted;
	int houses_gifted;

} game_state = { 0, 0, 0, 0, PLAYER_SPEED, 0, 0 };
int highest_object_number = 1;
int last_user_input_time = 0;
int user_inaction_audio_pause = 0;


char rumbledevicestring[PATH_MAX];
char *rumbledevice = NULL;

struct game_obj_t * human[MAXHUMANS];	/* Keep a special array of just the humans so we can scan it quickly */

struct game_obj_t *volcano_obj;
struct game_obj_t *player = &game_state.go[0];	/* The player is object zero. */
struct game_obj_t *player_target;
int lasthuman = 0;				/* debug code... for 'n' key. */

GdkGC *gc = NULL;		/* our graphics context. */
GtkWidget *main_da;		/* main drawing area. */
gint timer_tag;			/* for our gtk 30 times per second timer function */
int next_quarter_time = -1;	/* Used to limit rate at which quarters can be put in. */
int next_thunder_time = -1;

int destiny_facedown = 0;		/* is goofy intro playing? */
int destiny_facedown_timer1 = 0;	/* when goofy intro stops, turn on sound effects */
int destiny_facedown_timer2 = 0;	/* when to start goofy intro again. */

int old_window_width = 0;
int old_window_height = 0;
int fullscreen = 0;
int initial_random_seed = 31415927;
int want_missile_alarm = 1;
#define LEVELWARP
#ifdef LEVELWARP
int levelwarp = 1;
#endif
GtkWidget *window = NULL; /* main window */

#define STAR_SHIFT 3
#define NSTARS 600 
int number_of_stars = 150;
int starshift = STAR_SHIFT; 
struct star_t {
	short x; 
	short y;
	int last_xi;
	char bright;
} star[NSTARS];
short star_x_offset = 0;
short star_y_offset = 0;

static inline int randomn(int n);
int want_starfield = 1;
void init_stars()
{
	int i;

	for (i=0;i<number_of_stars;i++) {
		star[i].x = randomn(SCREEN_WIDTH) << starshift;
		star[i].y = randomn(SCREEN_HEIGHT) << starshift;
		star[i].bright = randomn(100) & 0x01;
		star[i].last_xi = -1;
	}
}

int ground_level(int x, int *xi, int *slope);
int interpolate(int x, int x1, int y1, int x2, int y2);


/* given world coords, x, and y, and pointer to last index into the
 * terrain array which we were above, return an "approximate horizon"
 * which is to say, return a y value which is either the true y value
 * of the ground directly below the given x value, or, if it is 
 * faster to compute, give a value which is > y if tf the horizon is
 * below y, or < y, if the horizon is above y. 
 *
 * Useful for instance to know if stars are above or below the horizon
 * to know if they should be drawn. 
 *
 * Also, the value of *last_xi is updated with the terrain index 
 * corresponding to the x value given.  If this is saved, and reused 
 * between calls, then an expensive search is avoided.
 *
 */
int approximate_horizon(int x, int y, int *last_xi) 
{
	/* optimized way to find the ground level (y value) at an object's */
	/* x position.  Each object tracks the terrain segment it was last at. */
	/* This means, the linear search of the terrain array is mostly eliminated */

	int xi1, xi2, i;
	int slope;
	xi1 = *last_xi; /* try the terrain segment we used last time. */
	xi2 = xi1 + 1;

	if (xi1 < 0 || xi2 >= TERRAIN_LENGTH) /* Do we have a hint of the last one? No? */
		return ground_level(x, last_xi, &slope); /* do it the hard way. */

	/* Is the last terrain segment the correct one? */
	if (terrain.x[xi1] <= x && terrain.x[xi2] >= x) {
	
		/* if both endpoints are below us, then no need ti find the exact point */
		/* below us, it is sufficient to know that it must be _somewhere_ */
		/* below us, and not above us. */
		if (terrain.y[xi1] > y && terrain.y[xi2] > y)
			return y + 10;
		/* similarly if both endpoints above us... */
		if (terrain.y[xi1] < y && terrain.y[xi2] < y)
			return y - 10;

		/* vast majority will hit one of above 2 cases, but close to the ground... */
		return interpolate(x, terrain.x[xi1], terrain.y[xi1],  /* do it the hard way. */
				terrain.x[xi2], terrain.y[xi2]);
	}

	/* The last one wasn't correct.  Have to search. */
	if (terrain.x[xi1] > x) {
		/* The correct one is to the left.  Search left. */
		for (i=xi1-1;i>=0;i--) {
			if (x >= terrain.x[i] && x < terrain.x[i+1]) {

				/* remember i for next time so we don't have to search. */
				*last_xi = i;

				/* Two trivial cases...  ground is trivially below us? */
				if (terrain.y[i] > y && terrain.y[i+1] > y)
					return y + 10;
				/* or trivially above us? */
				if (terrain.y[i] < y && terrain.y[i+1] < y) 
					return y - 10;
				/* Close to the ground, so, ok, do it the hard way. */
				return interpolate(x, terrain.x[i], terrain.y[i],
						terrain.x[i+1], terrain.y[i+1]);
			}
		}
	} else if (terrain.x[xi2] < x) { /* Correct one is to the right. */
		for (i=xi1+1;i<=TERRAIN_LENGTH-10;i++) { /* search to the right. */
			if (x >= terrain.x[i] && x < terrain.x[i+1]) {

				/* remember i for next time so we don't have to search. */
				*last_xi = i;

				/* Two trivial cases...  ground is trivially below us? */
				if (terrain.y[i] > y && terrain.y[i+1] > y)
					return y + 10;
				/* or trivially above us? */
				if (terrain.y[i] < y && terrain.y[i+1] < y) 
					return y - 10;
				/* Close to the ground, so, ok, do it the hard way. */
				return interpolate(x, terrain.x[i], terrain.y[i],
						terrain.x[i+1], terrain.y[i+1]);
			}
		}
	}

	/* What?  there *is* no correct answer.  Object must have fallen off */
	/* the edge of the planet. (it happens sometimes -- though that is a bug. ) */
	*last_xi = -1;
	return GROUND_OOPS;
}

void do_strong_rumble()
{
	if (credits > 0 && game_state.rumble_wanted)
		play_rumble_effect(RUMBLE_STRONG_RUMBLE_EFFECT);
}

void do_weak_rumble()
{
	if (credits > 0 && game_state.rumble_wanted)
		play_rumble_effect(RUMBLE_WEAK_RUMBLE_EFFECT);
}

void incorrect_draw_stars(GtkWidget *w)
{
	short i;
	short worldx, worldy;
	short gl, sx, sy;

	gdk_gc_set_foreground(gc, &huex[WHITE]);
	for (i=0;i<number_of_stars;i++) {
		if (randomn(100) < 3)
			continue;

		/* extra SCREEN_DIMENSTION << starshift to correct for wraparound */
		/* is already added into star_xy_offset, after this loop. */
		/* Careful with precision here, don't shift right too early. */
		sx = (star[i].x + star_x_offset) % (SCREEN_WIDTH << starshift);
		sy = (star[i].y + star_y_offset) % (SCREEN_HEIGHT << starshift);
		worldx = ((game_state.x << starshift)  + sx) >> starshift;
		worldy = ((sy + (game_state.y << starshift)) - 
			((SCREEN_HEIGHT/2) << starshift)) >> starshift; 
		sx = sx >> starshift;
		sy = sy >> starshift;
		gl = approximate_horizon(worldx, worldy, &star[i].last_xi);
		if (worldy < gl) {
			if (star[i].bright && randomn(100) > 10) {
				wwvi_draw_line(w->window, gc, sx, sy-1, sx+1, sy-1);
			}
			wwvi_draw_line(w->window, gc, sx, sy, sx+1, sy);
		}
	}
	/* move stars */
	star_x_offset = (star_x_offset + (SCREEN_WIDTH << starshift) - game_state.vx) 
			% (SCREEN_WIDTH << starshift) + (SCREEN_WIDTH << starshift);
	star_y_offset = (star_y_offset + (SCREEN_HEIGHT << starshift) - game_state.vy) 
			% (SCREEN_HEIGHT << starshift) + (SCREEN_HEIGHT << starshift);
}

void correct_draw_stars(GtkWidget *w)
{
	short i;
	short worldx, worldy;
	short gl, sx, sy;

	gdk_gc_set_foreground(gc, &huex[WHITE]);
	for (i=0;i<number_of_stars;i++) {
		if (randomn(100) < 3)
			continue;

		sx = (star[i].x + star_x_offset) % (SCREEN_WIDTH);
		sy = (star[i].y + star_y_offset) % (SCREEN_HEIGHT);
		worldx = ((game_state.x)  + sx);
		worldy = ((sy + (game_state.y)) - ((SCREEN_HEIGHT/2))); 
		gl = approximate_horizon(worldx, worldy, &star[i].last_xi);
		if (worldy < gl) {
			if (star[i].bright && randomn(100) > 10) {
				wwvi_draw_line(w->window, gc, sx, sy-1, sx+1, sy-1);
			}
			wwvi_draw_line(w->window, gc, sx, sy, sx+1, sy);
		}
	}
}

void (*draw_stars)(GtkWidget *w) = incorrect_draw_stars;


/* add an object to the list of targets... */
struct game_obj_t *add_target(struct game_obj_t *o)
{
#ifdef DEBUG_TARGET_LIST
	struct game_obj_t *t;

	for (t = target_head; t != NULL; t = t->next) {
		if (t == o) {
			printf("Object already in target list!\n");
			return NULL;
		}
	}
	if (o->ontargetlist) {
		printf("Object claims to be on target list, but isn't.\n");
	}
#endif

	o->next = target_head;
	o->prev = NULL;
	if (target_head)
		target_head->prev = o;
	target_head = o;
	o->ontargetlist = 1;

	return target_head;
}

/* for debugging... */
void print_target_list()
{
	struct game_obj_t *t;
	printf("Targetlist:\n");
	for (t=target_head; t != NULL;t=t->next) {
		printf("%c: %d,%d\n", t->otype, t->x, t->y);
	}
	printf("end of list.\n");
}

/* remove an object from the target list */
struct game_obj_t *remove_target(struct game_obj_t *t)
{

	struct game_obj_t *next;
	if (!t)
		return NULL;
#ifdef DEBUG_TARGET_LIST
	if (!t->ontargetlist) {
		for (next = target_head; next != NULL; next = next->next) {
			if (next == t) {
				printf("Remove, object claims not to be on target list, but it is.\n");
				goto do_it_anyway;
			}
		}
		return NULL;
	}
do_it_anyway:
#endif
	next = t->next;
	if (t == target_head)
		target_head = t->next;
	if (t->next)
		t->next->prev = t->prev;
	if (t->prev)
		t->prev->next = t->next;
	t->next = NULL;
	t->prev = NULL;
	t->ontargetlist=0;
	return next;
}

/* get a random number between 0 and n-1... fast and loose algorithm.  */
static inline int randomn(int n)
{
	/* return (int) (((random() + 0.0) / (RAND_MAX + 0.0)) * (n + 0.0)); */
	/* floating point divide?  No. */
	return ((random() & 0x0000ffff) * n) >> 16;
}

#define min(a,b) ((a) > (b) ? (b) : (a))

/* get a random number between a and b. */
static inline int randomab(int a, int b)
{
	/* int x, y;
	if (a > b) {
		x = b;
		y = a;
	} else {
		x = a;
		y = b;
	}
	return (int) (((random() + 0.0) / (RAND_MAX + 0.0)) * (y - x + 0.0)) + x; */
	int n;
	n = abs(a - b);
	return (((random() & 0x0000ffff) * n) >> 16) + min(a,b);
}

void explode(int x, int y, int ivx, int ivy, int v, int nsparks, int time);
void explode_pixie_dust(int x, int y, int ivx, int ivy, int v, int nsparks, int time);
void round_explode(int x, int y, int ivx, int ivy, int v, int nsparks, int time);
static inline void kill_object(struct game_obj_t *o);
static inline void age_object(struct game_obj_t *o);


void laserbolt_move(struct game_obj_t *o)
{
	int dy;
	if (!o->alive)
		return;
	dy = (o->y - player_target->y);
	if (dy < -1000) { /* if laser bolt is very far away, just get forget about it. */
		kill_object(o);
		o->destroy(o);
		return;
	}
	if (abs(dy) < 14 && abs(player_target->x - o->x) < 20) { /* hit the player? */
		explosion(o->x, o->y, o->vx, 1, 70, 20, 20);
		wwviaudio_add_sound(LASER_EXPLOSION_SOUND);
		game_state.health -= LASER_BOLT_DAMAGE;
		do_strong_rumble();
		kill_object(o);
		o->destroy(o);
	}
	o->x += o->vx;
	o->y += o->vy;
	age_object(o);
}

void make_bomb_sound()
{
	/* Prevent more than two BOMB_IMPACT_SOUNDS from firing off */
	/* in the same frame because allowing more is too loud. */
	static int lasttime = -1;
	static int nbombs_this_frame = 0;

	if (lasttime == timer) {
		if (nbombs_this_frame > 2)
			return;
		nbombs_this_frame++;
	} else {
		lasttime = timer;
		nbombs_this_frame = 1;
	}
	wwviaudio_add_sound(BOMB_IMPACT_SOUND);
}

void house_move(struct game_obj_t *o)
{
	return;
}

void fuel_move(struct game_obj_t *o)
{
	int xdist, ydist;

	xdist = abs(player_target->x - (o->x + 20));
	ydist = abs(player_target->y - o->y);
	if (xdist <= HUMANOID_DIST*3 && 
		ydist <= HUMANOID_DIST*5 &&		/* player close enough? */
		(timer % REFUEL_RATE) == 0 && 		/* control refuel rate... */
		o->tsd.fuel.level > 0 && 		/* there is some fuel to dispense? */
		game_state.health < game_state.max_player_health ) {	/* player's tank not full? */
			o->tsd.fuel.level--;		/* ...give player some fuel. */
			game_state.health++;
	} else 
		/* tanks refill at one unit per 3 secs */
		if (o->tsd.fuel.level < FUELTANK_CAPACITY && 
			(timer % REFILL_RATE == 0))
			o->tsd.fuel.level++;
}

/* Given target o, and shooter, sx,sy, and laserbolt velocity v, */
/* Compute correct *vx, *vy */
static void aim_vx_vy(struct game_obj_t *target, 
		struct game_obj_t *shooter,
		int v, int leadtime, 
		int *vx, int *vy)
{
	int dx, dy;
	dx = target->x + leadtime * target->vx - shooter->x;
	dy = target->y + leadtime * target->vy - shooter->y;

	/* whichever is farther, x or y, make that vx or vy be the max */
	/* then calculate the other one by similar triangles. */

	if (abs(dx) >= abs(dy)) {
		if (dx < 0) {
			*vx = -v;
			*vy = (*vx * dy) / dx;
		} else {
			if (dx > 0) {
				*vx = v;
				*vy = (*vx * dy) / dx;
			} else {
				/* shooter and target are the same. */
				*vx = 0;
				*vy = 0;
			}
		}
	} else {
		if (dy < 0) {
			*vy = -v;
			*vx = (*vy * dx) / dy;
		} else {
			if (dy > 0) {
				*vy = v;
				*vx = (*vy * dx) / dy;
			} else {
				*vy = 0;
				*vx = 0;
			}
		}
	}
}

int hot_metal_color(int health, int maxhealth)
{
	return NCOLORS + ((maxhealth - health) * NSPARKCOLORS) / maxhealth;
}

static void add_laserbolt(int x, int y, int vx, int vy, int color, int time);
void kgun_move(struct game_obj_t *o)
{
	int xdist, ydist;
	int dx, dy;
	int x1, y1;
	int xi, yi;
	int adx, ady;
	int vx, vy;
	int crossbeam_x1, crossbeam_y, crossbeam_x2, xoffset;
	int guntipx, guntipy;
	int chance;
	int size = o->tsd.kgun.size;
	int velocityfactor = o->tsd.kgun.velocity_factor;
	int invert = o->tsd.kgun.invert;
	int recoilx, recoily;
	struct game_obj_t *holder;

	o->lastx = o->x;
	o->lasty = o->y;

	/* if gun is attached to something, make it move with that something */
	holder = o->tsd.kgun.attached_to;
	if (holder != NULL)
		holder->gun_location(holder, o, &o->x, &o->y);

	if (o->health.prevhealth != o->health.health)
		o->color = hot_metal_color(o->health.health, o->health.maxhealth);
	o->health.prevhealth = o->health.health;
	if ((timer & 0x01f) == 0x01f && 
		o->health.health < o->health.maxhealth)
		o->health.health++;

	xdist = abs(o->x - player_target->x); /* in range? */
	ydist = abs((o->y + 20*invert) - player_target->y);

	if (xdist < 600)
		chance = 100 + xdist;
	else 
		chance = 1000;

	if (xdist < SCREEN_WIDTH && ydist < SCREEN_HEIGHT-200 && 
		randomn(chance) < level.laser_fire_chance) {
		/* we're going to fire the laser... */
		wwviaudio_add_sound(FLAK_FIRE_SOUND);
		o->tsd.kgun.recoil_amount = 7;

		/* Find x,y dist to player... */
		dx = player_target->x+LASERLEADX*player_target->vx - o->x;
		dy = player_target->y+LASERLEADY*player_target->vy - (o->y + 20*invert);

		adx = abs(dx);
		ady = abs(dy);

		x1 = o->x-5;
		y1 = o->y+(5*invert);  
		crossbeam_y = y1 + (20*invert);

		/* First, scale the larger of dx,dy to 32, and the other by */
		/* a proportional amount (by similar triangles).  This is in */
		/* order to index into the vxy_2_dxy array. */
		
		/* Calculate indices into vxy_2_dxy array, xi, and yi */
		if (adx > ady) {
			xi = size;
			yi = (size * ady) / adx;
		} else {
			if (ady > adx) {
				yi = size;
				xi = (size * adx) / ady;
			} else { /* abs(dx) == abs(dy) */
				xi = size;
				yi = size;
			}
		}

		/* notice, using y component for x offset... */
		crossbeam_x1 = vxy_2_dxy[xi][yi].y;
		crossbeam_x2 = -crossbeam_x1;

		crossbeam_x1 += o->x;
		crossbeam_x2 += o->x;

		xoffset = crossbeam_x2 - crossbeam_x1;

		/* guntipx = dx_from_vxy(xi, yi); */
		/* guntipy = dy_from_vxy(xi, yi); */

		guntipx = vxy_2_dxy[xi][yi].x;
		guntipy = vxy_2_dxy[xi][yi].y;

		if (dy > 20)
			guntipy = -guntipy;
		if (dx < 0)
			guntipx = -guntipx;

		recoilx = -guntipx;
		recoily = -guntipy;

		if (o->tsd.kgun.recoil_amount != 0) {
			recoilx = (recoilx * (o->tsd.kgun.recoil_amount)) >> 3;
			recoily = (recoily * (o->tsd.kgun.recoil_amount)) >> 3;
		}

		vx = guntipx * velocityfactor;
		vy = guntipy * velocityfactor;

		guntipx = guntipx << 1; /* gun barrel is 2x as long as the butt of the gun. */
		guntipy = guntipy << 1;

		guntipx += crossbeam_x1;
		guntipy += crossbeam_y;
		
		add_laserbolt(guntipx + recoilx, guntipy + recoily, vx, vy, RED, 50);
		add_laserbolt(guntipx+xoffset + recoilx, guntipy + recoily, vx, vy, RED, 50);
	}
}

void tesla_tower_move(struct game_obj_t *o)
{
	int dx, dy;

	o->lastx = o->x;
	o->lasty = o->y;

	/* discharge some... */
	if (o->tsd.tesla.discharging > 0) 
		o->tsd.tesla.discharging--;

	dx = player_target->x - o->x;
	dy = player_target->y - o->y;

	/* If we've discharged recently, charge up... */
	if (o->tsd.tesla.time_to_discharge <= timer) {
		o->tsd.tesla.discharging = frame_rate_hz / 4;
		o->tsd.tesla.time_to_discharge = timer + frame_rate_hz + randomn(7);
		if (abs(dx) + abs(dy) <= 650)
			wwviaudio_add_sound(TESLA_FIRE);
	}

	if (!(o->tsd.tesla.discharging > 0) && o->tsd.tesla.time_to_discharge > timer)
		return;

	/* We're charged.  How close is the player? */
	if (abs(dx) + abs(dy) > 650) {
		o->tsd.tesla.close_enough = 0; 
		return; /* not close enough. */
	} else
		o->tsd.tesla.close_enough = 1; 

	if (!o->tsd.tesla.discharging)
		return;

	o->tsd.tesla.targetx = player_target->x + randomn(20)-10;
	o->tsd.tesla.targety = player_target->y + randomn(20)-10;
	if (abs(o->tsd.tesla.targetx - player_target->x) < 5 &&
		abs(o->tsd.tesla.targety - player_target->y) < 5) {
		explosion(player_target->x, player_target->y, player_target->vx, player_target->vy, 70, 20, 20);
		wwviaudio_add_sound(LASER_EXPLOSION_SOUND);
		game_state.health -= LASER_BOLT_DAMAGE;
		do_strong_rumble();
	}

	return;
}

static void add_missile(int x, int y, int vx, int vy, 
	int time, int color, struct game_obj_t *bullseye);
static void add_harpoon(int x, int y, int vx, int vy, 
	int time, int color, struct game_obj_t *bullseye,
	struct game_obj_t *gdb);
int find_ground_level(struct game_obj_t *o, int *slope);

void rocket_move(struct game_obj_t *o)
{
	int xdist, ydist, gl;
	if (!o->alive)
		return;

	/* Should probably make a rocket-station, which launches rockets */
	/* instead of just having bare rockets sitting on the ground which */
	/* launch once, blow up, then that's the end of them. */

	/* see if rocket should launch... */
	xdist = abs(o->x - player_target->x);
	if (xdist < LAUNCH_DIST && o->alive != 2 && randomn(100) < 20) {
		ydist = o->y - player_target->y;
		if (((xdist<<1) <= ydist && ydist > 0) || o->vy != 0) {
			if (o->vy == 0) { /* only add the sound once. */
				wwviaudio_add_sound(ROCKET_LAUNCH_SOUND);
				o->alive = 2; /* launched. */
				o->vy = -6; /* give them a little boost. */
			}
		}
	}
	if (o->alive == 2) {
		if (o->vy > MAX_ROCKET_SPEED - (o->number % 5))
			o->vy--;

		/* let the rockets veer slightly left or right. */
		if (player_target->x < o->x && player_target->vx < 0)
			o->vx = -2;
		else if (player_target->x > o->x && player_target->vx > 0)
			o->vx = 2;
		else 
			o->vx = 0;

		/* It's possible a gravity bomb smashes the rocket */
		/* into the ground. */
		gl = find_ground_level(o, NULL);
		if (o->y > gl) {
			wwviaudio_add_sound(ROCKET_EXPLOSION_SOUND);
			explosion(o->x, o->y, o->vx, 1, 70, 150, 20);
			remove_target(o);
			kill_object(o);
			return;
		}

		ydist = o->y - player_target->y;
		if ((ydist*ydist + xdist*xdist) < 400) { /* hit the player? */
			wwviaudio_add_sound(ROCKET_EXPLOSION_SOUND);
			do_strong_rumble();
			explosion(o->x, o->y, o->vx, 1, 70, 150, 20);
			game_state.health -= 20;
			remove_target(o);
			kill_object(o);
			return;
		}
	}


	/* move the rocket... */
	o->x += o->vx;
	o->y += o->vy;
	if (o->vy != 0) {
		explode(o->x, o->y, 0, 9, 8, 7, 13); /* spray out some exhaust */
		/* a gravity bomb might pick up the rocket... this prevents */
		/* it from being left stranded in space, not moving. */
		if (o->alive == 1)
			o->alive = 2;
	}
	if (o->y - player->y < -1000 && o->vy != 0) {
		/* if the rocket is way off the top of the screen, just forget about it. */
		remove_target(o);
		kill_object(o);
		o->destroy(o);
	}
}

static void add_bullet(int x, int y, int vx, int vy, 
	int time, int color, struct game_obj_t *bullseye);
void big_rocket_move(struct game_obj_t *o)
{
	int xdist, ydist, gl, i;
	if (!o->alive)
		return;

	/* Should probably make a rocket-station, which launches rockets */
	/* instead of just having bare rockets sitting on the ground which */
	/* launch once, blow up, then that's the end of them. */

	/* see if rocket should launch... */
	xdist = abs(o->x - player_target->x);
	if (xdist < BIG_ROCKET_LAUNCH_DIST && o->alive != 2 && randomn(100) < 20) {
		ydist = o->y - player_target->y;
		/* if (((xdist<<2) <= ydist && ydist > 0)) { */
			if (o->vy == 0) { /* only add the sound once. */
				wwviaudio_add_sound(ROCKET_LAUNCH_SOUND);
				o->alive = 2; /* launched. */
				o->vy = -6; /* give them a little boost. */
			}
		/* } */
	}
	if (o->alive == 2) {
		if (o->vy > MAX_ROCKET_SPEED - (o->number % 5))
			o->vy--;

		/* let the rockets veer slightly left or right. */
		if (player_target->x < o->x && player_target->vx < 0)
			o->vx = -2;
		else if (player_target->x > o->x && player_target->vx > 0)
			o->vx = 2;
		else 
			o->vx = 0;

		/* It's possible a gravity bomb smashes the rocket */
		/* into the ground. */
		gl = find_ground_level(o, NULL);
		if (o->y > gl) {
			wwviaudio_add_sound(ROCKET_EXPLOSION_SOUND);
			explosion(o->x, o->y, o->vx, 1, 70, 150, 20);
			remove_target(o);
			kill_object(o);
			return;
		}

		ydist = o->y - player_target->y;
		if ((ydist*ydist + xdist*xdist) < 16000) { /* hit the player? */
			wwviaudio_add_sound(ROCKET_EXPLOSION_SOUND);
			do_strong_rumble();
			explosion(o->x, o->y, o->vx, 1, 70, 150, 20);
			/* game_state.health -= 10; */
			remove_target(o);
			kill_object(o);

			for (i=0;i<15;i++) {
				add_bullet(o->x, o->y, 
					randomn(40)-20, randomn(40)-20, 
					30, YELLOW, player_target);
			}

			return;
		}
	}


	/* move the rocket... */
	o->x += o->vx;
	o->y += o->vy;
	if (o->vy != 0) {
		explode(o->x, o->y+15, 0, 9, 8, 7, 13); /* spray out some exhaust */
		/* a gravity bomb might pick up the rocket... this prevents */
		/* it from being left stranded in space, not moving. */
		if (o->alive == 1)
			o->alive = 2;
	}
	if (o->y - player->y < -1000 && o->vy != 0) {
		/* if the rocket is way off the top of the screen, just forget about it. */
		remove_target(o);
		kill_object(o);
		o->destroy(o);
	}
}

void jet_move(struct game_obj_t *o)
{
	int xdist, desired_y;
	if (!o->alive)
		return;	

	xdist = o->x - player_target->x;
	if (xdist > SCREEN_WIDTH * 2)
		return;

	if (xdist > 0 && xdist < SCREEN_WIDTH * 2) {
		if (o->vx == 0) {
			o->y = player_target->y - 50 - randomn(200);
			o->vx = -18;
			o->vy = 0;
			o->radar_image = 1;
			wwviaudio_add_sound(JETWASH_SOUND);
		}

		if (xdist < SCREEN_WIDTH && randomn(100) < 10 && o->missile_timer <= timer) {
			wwviaudio_add_sound(SAM_LAUNCH_SOUND);
			add_missile(o->x, o->y, o->vx, 0, 300, RED, player_target);
			o->missile_timer = timer + MISSILE_FIRE_PERIOD;
		}

	}

	desired_y = player_target->y - 15 - randomn(25);
	if (desired_y < KERNEL_Y_BOUNDARY)
		desired_y = KERNEL_Y_BOUNDARY + 30;
	if (o->y > desired_y)
		o->vy = -1;
	if (o->y < desired_y)
		o->vy = 1;
 
	o->x += o->vx;
	o->y += o->vy;

	explode(o->x+40, o->y, 9, 0, 8, 7, 13); /* spray out some exhaust */

	if (xdist < -SCREEN_WIDTH * 2) {
		remove_target(o);
		kill_object(o);
		o->destroy(o);
	}
}

/* move sam stations. */
void sam_move(struct game_obj_t *o)
{
	int xdist, ydist;
	if (!o->alive)
		return;

	xdist = abs(o->x - player_target->x);
	if (xdist < SAM_LAUNCH_DIST) { /* player in range? */
		ydist = o->y - player_target->y;
		/* should we launch?  And not too many at once... */
		if (ydist > 0 && randomn(1000) < SAM_LAUNCH_CHANCE && timer >= o->missile_timer) {
			/* launching a missile... */
			wwviaudio_add_sound(SAM_LAUNCH_SOUND);
			add_missile(o->x+20, o->y-30, 0, -10, 300, GREEN, player_target);
			o->missile_timer = timer + MISSILE_FIRE_PERIOD;
		}
	}
}

void draw_generic(struct game_obj_t *o, GtkWidget *w);
void draw_scaled_generic(struct game_obj_t *o, GtkWidget *w, float xscale, float yscale);

void fuel_draw(struct game_obj_t *o, GtkWidget *w)
{
	int x1, y1, x2, y2;
	int xdist, ydist;

	xdist = abs(player_target->x - o->x);
	ydist = abs(player_target->y - o->y);
		
	/* draw the fuel in the tank. */
	x1 = o->x - game_state.x - 25;
	x2 = o->x - game_state.x + 25;
	y1 = o->y - game_state.y + (SCREEN_HEIGHT/2) + 
		30 - (45 * o->tsd.fuel.level / FUELTANK_CAPACITY);
	if (o->tsd.fuel.level > 0) {
		gdk_gc_set_foreground(gc, &huex[DARKGREEN]);
		wwvi_draw_rectangle(w->window, gc, TRUE, x1, y1, 50, o->tsd.fuel.level * 45 / FUELTANK_CAPACITY);
	}

	draw_generic(o, w); /* draw the fuel tank in the usual way... */

	/* if the player is close, draw a refueling hose... */
	if (xdist <= HUMANOID_DIST*3 && ydist <= HUMANOID_DIST*5) {
		x1 = o->x - game_state.x;
		y1 = o->y - game_state.y + (SCREEN_HEIGHT/2);
		x2 = player_target->x - game_state.x;
		y2 = player_target->y - game_state.y + (SCREEN_HEIGHT/2);
		wwvi_draw_line(w->window, gc, x1, y1, x2, y2);
	}
}

/* draw a radar jammer */
void jammer_draw(struct game_obj_t *o, GtkWidget *w)
{
	int x1, x2, y1, y2, x3, x4, x5;
	draw_generic(o, w); /* will set the color too. */

	/* this draws a sort of spinning rectangular gridded radar dish */
	o->tsd.jammer.width += o->tsd.jammer.direction;
	if (o->tsd.jammer.width > 8) {
		o->tsd.jammer.direction = -1;
	} else if (o->tsd.jammer.width < 2) {
		o->tsd.jammer.direction = 1;
	}
	y1 = o->y - game_state.y + (SCREEN_HEIGHT/2) - 15;  
	y2 = y1 - 16;
	x5 = (o->x - game_state.x);
	x1 = x5 - o->tsd.jammer.width;
	x2 = x5 + o->tsd.jammer.width;
	x3 = x5 - (o->tsd.jammer.width >> 1);
	x4 = x5 + (o->tsd.jammer.width >> 1);
	wwvi_draw_line(w->window, gc, x1, y1, x2, y1); 
	wwvi_draw_line(w->window, gc, x1, y2, x2, y2); 
	wwvi_draw_line(w->window, gc, x1, y1, x1, y2); 
	wwvi_draw_line(w->window, gc, x2, y1, x2, y2); 
	wwvi_draw_line(w->window, gc, x3, y1, x3, y2); 
	wwvi_draw_line(w->window, gc, x4, y1, x4, y2); 
	wwvi_draw_line(w->window, gc, x5, y1, x5, y2); 
	wwvi_draw_line(w->window, gc, x1, y2+4, x2, y2+4); 
	wwvi_draw_line(w->window, gc, x1, y2+8, x2, y2+8); 
	wwvi_draw_line(w->window, gc, x1, y2+12, x2, y2+12); 
}

void cron_draw(struct game_obj_t *o, GtkWidget *w)
{
	int x1, y1, x2, y2, gy, xi;

	draw_generic(o, w);

#if 0
	/* this is debug code */
	dist2 = (o->tsd.cron.tx - o->x)* (o->tsd.cron.tx - o->x) + (o->tsd.cron.ty - o->y)* (o->tsd.cron.ty - o->y);
	if (dist2 < 20000) {
		gdk_gc_set_foreground(gc, &huex[randomn(NCOLORS+NSPARKCOLORS)]);
		x1 = o->x - game_state.x;
		y1 = o->y + 7 - game_state.y + (SCREEN_HEIGHT/2);  
		x2 = o->tsd.cron.tx - game_state.x;
		y2 = o->tsd.cron.ty + 7 - game_state.y + (SCREEN_HEIGHT/2);  
		if (x1 > 0 && x2 > 0)
			wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
	}
#endif

	/* draw the cron job's eye... */
	x1 = o->x - game_state.x + o->tsd.cron.eyepos;
	y1 = o->y - game_state.y + (SCREEN_HEIGHT/2) - 5;  
	x2 = x1 + 3;
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	wwvi_draw_line(w->window, gc, x1, y1, x2, y1); /* draw eye */

	/* move the cron job's eye */
	o->tsd.cron.eyepos +=1;
	if (o->tsd.cron.eyepos > 10)
		o->tsd.cron.eyepos = -10;
	
	/* draw the cron job's scanning beam... */
	if (o->tsd.cron.beam_speed != 0) { /* beam on? */
		x1 = o->x - game_state.x;
		x2 = o->x + o->tsd.cron.beam_pos - game_state.x; 
		if ((x1 > 0 && x2 > 0) && 
			(x1 < SCREEN_WIDTH && x2 < SCREEN_WIDTH)) { /* on screen? */
			gy = ground_level(o->x + o->tsd.cron.beam_pos, &xi, NULL);
			if (xi != -1) {
				y1 = o->y + 7 - game_state.y + (SCREEN_HEIGHT/2);  
				y2 = gy + (SCREEN_HEIGHT/2) - game_state.y;
				wwvi_bright_line(w->window, gc, x1, y1, x2, y2,
					randomn(NCOLORS+NSPARKCOLORS+NRAINBOWCOLORS));  /* draw beam. */
				explode(o->x + o->tsd.cron.beam_pos, gy, 0, 1, 20, 3, 10); /* make sparks. */
			}
		}
	}
}

void gdb_draw(struct game_obj_t *o, GtkWidget *w) /* draw a gdb. */
{
	/* make him point left or right, depending which way he's going. */
	if (o->vx < 0)		
		o->v = &gdb_vect_left;
	else if (o->vx > 0)
		o->v = &gdb_vect_right;
	draw_generic(o, w);
}

/* recursive routine to draw a fractal lightning bolt between x1,y1 and x2,y2 */
void lightning_draw( GtkWidget *w, int x1, int y1, int x2, int y2) 
{
	int x3, y3, dx, dy;

	dx = abs(x2 - x1);
	dy = abs(y2 - y1);

	/* terminal case, x1, y1, and x2, y2 are very close, just draw a line. */
	if (dx < 10 && dy < 10) {
		gdk_gc_set_foreground(gc, &huex[WHITE]);
		wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
		if (dx < dy) {
			wwvi_draw_line(w->window, gc, x1-1, y1, x2-1, y2); 
			wwvi_draw_line(w->window, gc, x1+1, y1, x2+1, y2); 
			gdk_gc_set_foreground(gc, &huex[BLUE]);
			wwvi_draw_line(w->window, gc, x1-2, y1, x2-2, y2); 
			wwvi_draw_line(w->window, gc, x1+2, y1, x2+2, y2); 
		} else {
			wwvi_draw_line(w->window, gc, x1, y1-1, x2, y2-1); 
			wwvi_draw_line(w->window, gc, x1, y1+1, x2, y2+1); 
			gdk_gc_set_foreground(gc, &huex[BLUE]);
			wwvi_draw_line(w->window, gc, x1, y1-2, x2, y2-1); 
			wwvi_draw_line(w->window, gc, x1, y1+2, x2, y2+1); 
		}
		return;
	}
	if (dy < 9)
		dy = 9;
	if (dx < 9)
		dx = 9;

	/* find the midpoint between x1,y1, x2, y2.  Call this midpoint x3,y3. */
	if (y2 > y1)
		y3 = (y2 - y1) / 2 + y1;
	else if (y2 < y1)
		y3 = (y1 - y2) / 2 + y2;
	else 
		y3 = y1;
	if (x2 > x1)
		x3 = (x2 - x1) / 2 + x1;
	else if (x2 < x1)
		x3 = (x1 - x2) / 2 + x2;
	else
		x3 = x1;

	/* perturb the midpoint a bit */
	x3 += (int) (0.4 * (randomn(2*dx) - dx)); 
	y3 += (int) (0.4 * (randomn(2*dy) - dy)); 

	/* draw lightning between x1,y1 and x3,y3, and between x3,y3, and x2,y2. */
	lightning_draw(w, x1, y1, x3, y3);	
	lightning_draw(w, x3, y3, x2, y2);	
}


static void xy_draw_string(GtkWidget *w, char *s, int font, int x, int y) ;
void floating_message_draw(struct game_obj_t *o, GtkWidget *w)
{
	/* draw a floating message -- a game object that is text living in game coords. */
	/* this is for bonus scores, "Help!" and "Woohoo!" messages the .swp files "say." */
	gdk_gc_set_foreground(gc, &huex[o->color]);
	xy_draw_string(w, (char *) o->tsd.floating_message.msg, 
		o->tsd.floating_message.font, o->x, o->y) ;
}

void tentacle_draw(struct game_obj_t *o, GtkWidget *w)
{
	int i;
	int x1, y1, x2, y2;
	int angle = 0;
	int thickness = o->tsd.tentacle.nsegs >> 1;

	x2 = 0; /* make compiler happy */
	y2 = 0; /* make compiler happy */

	/* draw each tentacle, accumulating relative angles as you go, */
	/* alternating colors of segments between yellow and blue.  */
	gdk_gc_set_foreground(gc, &huex[o->color]);
	x1 = o->x - game_state.x;
	y1 = o->y - game_state.y + (SCREEN_HEIGHT/2);  
	for (i=0;i<o->tsd.tentacle.nsegs;i++) {
		angle = angle + o->tsd.tentacle.seg[i].angle;
		if (angle < 0)
			angle += 360;
		else if (angle > 360)
			angle -= 360;
		x2 = x1 + cosine[angle] * o->tsd.tentacle.seg[i].length; 
		y2 = y1 -   sine[angle] * o->tsd.tentacle.seg[i].length; 
	
		switch (o->tsd.tentacle.color_scheme) {
		case 0: 
			if ((i % 2) == 1)
				gdk_gc_set_foreground(gc, &huex[o->color]);
			else
				gdk_gc_set_foreground(gc, &huex[o->tsd.tentacle.other_color]);
			break;
		case 1:
			gdk_gc_set_foreground(gc, &huex[((1000-i+(timer >> 1)) % NSPARKCOLORS) + NCOLORS]);
			break;
		case 2:
			/* gdk_gc_set_foreground(gc, &huex[NCOLORS + NSPARKCOLORS + (i * NRAINBOWCOLORS)/o->tsd.tentacle.nsegs]); */
			gdk_gc_set_foreground(gc, &huex[NCOLORS + NSPARKCOLORS + (((1000-i+(timer >> 2)) + ((i & 0x01)*4)) % NRAINBOWCOLORS)]);
			break;
		default: /* constant color */
			break;
		}
	
		if (thickness > 0) {
			wwvi_draw_line(w->window, gc, x1-thickness, y1, x2-thickness, y2); 
			wwvi_draw_line(w->window, gc, x1+thickness, y1, x2+thickness, y2); 
			wwvi_draw_line(w->window, gc, x1, y1-thickness, x2, y2-thickness); 
			wwvi_draw_line(w->window, gc, x1, y1+thickness, x2, y2+thickness); 
			if (i & 0x01) 
				thickness--;
		} else 
			wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
		x1 = x2;
		y1 = y2;
	}

	/* Shoot lightning at the player occasionally if he gets too close. */
	if ((timer & 0x01) && 
		randomn(1000) < 45 && 
		abs(o->x - player_target->x) < 200 && 
		abs(o->y - player_target->y) < 500) {

		lightning_draw(w, x2, y2, player_target->x - game_state.x, 
			player_target->y - game_state.y + (SCREEN_HEIGHT/2));
		do_weak_rumble();
		explode(player_target->x, player_target->y, player_target->vx*1.5, 1, 20, 20, 15);
		game_state.health -= 1; /* just take off one, the octo's are bad... */
		/* keep thunder from going oof too much */
		if ((next_thunder_time) < timer) {
			next_thunder_time = timer + frame_rate_hz * 2;
			wwviaudio_add_sound(THUNDER_SOUND);
		}
	}
}

void tentacle_move(struct game_obj_t *o) 
{

	struct tentacle_seg_data *t;
	int i, gy;

	/* if we're off screen, bail right away. */
	if (abs(o->x - game_state.x) > SCREEN_WIDTH*1.5)
		return;

	/* loose tentacle? */
	if (o->tsd.tentacle.attached_to == NULL) {	
		o->x += o->vx;
		o->y += o->vy;

		o->vy += 1; /* make loose tentacle fall to the ground. */

		gy = find_ground_level(o, NULL);
		if (o->y >= gy) {
			o->vy = 0;
			o->vx = 0;
			o->y = gy;
		}

		/* keep tentacle from jumping off the edges of the earth. */
		if (o->x < 0) {
			o->x = 0;
			o->vx = 20;
		}
		if (o->x > terrain.x[TERRAIN_LENGTH-1]) {
			o->x = terrain.x[TERRAIN_LENGTH-1];
			o->vx = -20;
		}
	} else {
		/* attached tentacles don't fall, but remain with whatever they're */
		/* attached to, usually an octopus head. */
		o->x = o->tsd.tentacle.attached_to->x;
		o->y = o->tsd.tentacle.attached_to->y;
	}

	for (i=0;i<o->tsd.tentacle.nsegs;i++) { /* for each segment of the tentacle.... */
		int da;

		/* set the angular velocity to move the segment towards it's desired angle. */
		t = &o->tsd.tentacle.seg[i];
		if (i==0)
			t->dest_angle = o->tsd.tentacle.angle;

		da = (t->dest_angle - t->angle);
		if (da > 20)
			t->angular_v = 2;
		else if (da < -20)
			t->angular_v = -2;
		else if (da > 5)
			t->angular_v = 1;
		else if (da < 5)
			t->angular_v = -1;
		else
			t->angular_v = 0;
	#if 0	
		if (abs(da) > 10) {
			if (t->angle < t->dest_angle)
				t->angular_v = 2;
			else if (t->angle > t->dest_angle)
				t->angular_v = -2;
		} else {
			if (t->angle < t->dest_angle)
				t->angular_v = 1;
			else if (t->angle > t->dest_angle)
				t->angular_v = -1;
			else
				t->angular_v = 0;
		}
	#endif


		/* don't hyper-rotate segment... */
		if (i != 0 && t->angle > MAX_SEG_ANGLE)
			t->angle = MAX_SEG_ANGLE;
		else if (i != 0 && t->angle < -MAX_SEG_ANGLE)
			t->angle = -MAX_SEG_ANGLE;

		if (i > 15 && (timer & 0x03) == 3)
			continue;
		t->angle += t->angular_v; /* move segment towards desired angle... */
	}

	if (randomn(1000) < 50) { /* every once in awhile... */

		/* change the tentacle's idea of what a desirable angle is. */
		o->tsd.tentacle.angle = TENTACLE_RANGE(o->tsd.tentacle);
		if (o->tsd.tentacle.angle < 0)
			o->tsd.tentacle.angle += 360; 
		if (o->tsd.tentacle.angle > 360)
			o->tsd.tentacle.angle -= 360; 

		/* set the tentacle's segments' desired angles... */
		switch (randomn(11)) {

			/* mostly, set tentacle segment desired angles  */
			/* to random values, but in range... */
		case 4:
			for (i=1;i<o->tsd.tentacle.nsegs;i++) {
				t = &o->tsd.tentacle.seg[i];
				t->dest_angle = randomn(2 * MAX_SEG_ANGLE) - MAX_SEG_ANGLE;
			}
			break;
		case 10: if (o->tsd.tentacle.attached_to == NULL) {
				/* sometimes, straighten a tentacle out, */
				/* and make it jump in the direction */
				/* it's pointing... very weird. */
				for (i=1;i<o->tsd.tentacle.nsegs;i++) {
					t = &o->tsd.tentacle.seg[i];
					t->dest_angle = 0;
				}
				o->vx = cosine[o->tsd.tentacle.angle] * 20;
				o->vy = -sine[o->tsd.tentacle.angle] * 20;
			}
			break;
		case 0:
		case 1:
		case 2:
		case 3:
		case 7:
		case 5:
		case 9:
		case 8: {
				float temper;
				int curvedir = randomn(100) < 50 ? -1 : 1;
				int delta = randomn(10);
				temper = (randomn(40) + 60.0) / 100.0;
				t = &o->tsd.tentacle.seg[o->tsd.tentacle.nsegs-1];
				t->dest_angle = curvedir * MAX_SEG_ANGLE; 
				for (i=o->tsd.tentacle.nsegs-1;i>0;i--) {
					t = &o->tsd.tentacle.seg[i-1];
					t[0].dest_angle = t[1].dest_angle * temper + -curvedir * delta; 
				}
				break;
			}
		}
	}
}

void octopus_gun_location(struct game_obj_t *parent, 
	__attribute__ ((unused)) struct game_obj_t *child, int *x, int *y)
{
	*x = parent->x;
	*y = parent->y-65;
}

void octopus_move(struct game_obj_t *o)
{
	int xdist, ydist;
	int dvx, dvy, tx, ty;
	int gy, i;

	if (!o->alive)
		return;

	gy = find_ground_level(o, NULL);
	

	if (o->tsd.octopus.awake) {
		dvx = 0; /* make compiler happy */
		dvy = 0; /* make compiler happy */
		tx = o->tsd.octopus.tx;
		ty = o->tsd.octopus.ty;

		{
			int angle = ((timer * 3 + o->number*47) % 360);
			tx = player_target->x + sine[angle] * 250;  
			ty = player_target->y + cosine[angle] * 250;
	
			if (ty > gy)
				ty -= 100;

			o->tsd.octopus.tx = tx;
			o->tsd.octopus.ty = ty;
		}
		/* compute a "desired" vx, vy which is towards the player. */
		if (o->x < tx && tx - o->x > GDB_DX_THRESHOLD)
			dvx = GDB_MAX_VX;
		else if (o->x < tx)
			dvx = 0;
		else if (o->x > tx && o->x - tx > GDB_DX_THRESHOLD)
			dvx = -GDB_MAX_VX;
		else if (o->x > tx)
			dvx = 0;
		if (o->y < ty && ty - o->y > GDB_DY_THRESHOLD)
			dvy = GDB_MAX_VY;
		else if (o->y < ty)
			dvy = 0;
		else if (o->y > ty && o->y - ty > GDB_DY_THRESHOLD)
			dvy = -GDB_MAX_VY;
		else if (o->y > ty)
			dvy = 0;

		/* if we're not already close enough, sometimes choose a destination near */
		/* the player's location. */
		if (abs(player_target->x - tx) > GDB_DX_THRESHOLD ||
			abs(player_target->y - ty) > GDB_DY_THRESHOLD || randomn(100) < 3) {
			o->tsd.octopus.tx = player_target->x + randomn(300)-150;
			o->tsd.octopus.ty = player_target->y + randomn(300)-150;
		}

		/* don't sink through the ground... */
		if (o->y > gy - 100 && dvy > -3)
			dvy = -10;	

		/* adjust velocity to make it close to the desired vx,vy computed earlier. */
		if (o->vx < dvx)
			o->vx++;
		else if (o->vx > dvx)
			o->vx--;
		if (o->vy < dvy)
			o->vy++;
		else if (o->vy > dvy)
			o->vy--;

		o->x += o->vx; /* move... */
		o->y += o->vy;

		/* put out some exhaust in the direction opposite what we're moving. */	
		explode(o->x - dvx + randomn(4)-2, o->y - dvy + randomn(4)-2, -dvx, -dvy, 4, 8, 9);
	}

	/* see if we're close to the player, and if so, and we're not awake, then wake up. */	
	xdist = abs(o->x - player_target->x);
	if (xdist < GDB_LAUNCH_DIST) {
		ydist = o->y - player_target->y;
#if 1
		if (randomn(1000) < SAM_LAUNCH_CHANCE && timer >= o->missile_timer) {
			/* wwviaudio_add_sound(SAM_LAUNCH_SOUND);*/
			/*add_harpoon(o->x+10, o->y, 0, 0, 300, MAGENTA, player, o);*/
			/* o->missile_timer = timer + MISSILE_FIRE_PERIOD;*/
			if (!o->tsd.octopus.awake) {
				o->tsd.octopus.awake = 1;
				o->tsd.octopus.tx = player_target->x + randomn(200)-100;
				o->tsd.octopus.ty = player_target->y + randomn(200)-100;
			}
		}
#endif
	}

	/* move the tentacles along with us. */
	for (i=0;i<8;i++) {
		if (o->tsd.octopus.tentacle[i]) {
			o->tsd.octopus.tentacle[i]->x = o->x + ((i-3)*4);
			o->tsd.octopus.tentacle[i]->y = o->y + 5;
		}
	}
}

static void add_floater_message(int x, int y, char *msg);
void cron_move(struct game_obj_t *o)
{
	int xdist, ydist;
	int dvx, dvy, tx, ty;
	int gy, dgy, xi;
	int done, dist2, i;

	if (!o->alive)
		return;

	/* Try to find a human that you want to abduct... */
	if (o->tsd.cron.state == CRON_STATE_SEEKING_HUMAN && 
		(o->tsd.cron.myhuman == NULL) &&
		((timer & 0x0f) == 0)) {

		/* check for unpursued humans. */
		for (i=0;i<level.nhumanoids;i++) {
			if (human[i] == NULL)
				continue;
			if (human[i]->tsd.human.abductor == NULL) {
				int hvx;

				/* If the human is already at the volcano, don't consider him. */
				hvx = abs(human[i]->x - volcano_obj->x);
				if (hvx < 20)
					continue;
			
				/* Found an un-abducted human, not too close to the volcano */	
				/* go after him. */
				o->tsd.cron.myhuman = human[i];
				human[i]->tsd.human.abductor = o;
				human[i]->tsd.human.picked_up = 0;
				o->tsd.cron.tx = human[i]->x;
				o->tsd.cron.ty = human[i]->y;
				break;
			}
		}
	}

	done = 0;
	gy = find_ground_level(o, NULL);

	tx = o->tsd.cron.tx;
	ty = o->tsd.cron.ty;

	/* See how far we still have to travel... */
	xdist = abs(o->x - tx);

	if (xdist < CRON_DX_THRESHOLD * 2)
		/* It's not far, don't screw around, just go there... */
		o->tsd.cron.tmp_ty_offset = 0;
	else {
		/* Still pretty far away, so, sometimes... */
		if (randomn(100) <= 30)
			/* screw around a bit and offset our y dest by a bit. */
			/* This makes us bob up and down a bit, a less easy target. */
			o->tsd.cron.tmp_ty_offset = -randomn(150);
	}

	/* if we made it to our dest, pick a new dest. */
	if (xdist <= CRON_DX_THRESHOLD  && abs(o->y - ty) <= CRON_DY_THRESHOLD ) {
		/* pick a new target location */
		done = 1;


		/* See if we have carried a human to the volcano... */
		if (o->tsd.cron.state == CRON_STATE_CARRYING_HUMAN_TO_VOLCANO &&
			o->tsd.cron.myhuman != NULL &&		/* carrying human? */
			o->tsd.cron.myhuman->tsd.human.picked_up == 1 &&	/* human is being carried? */
			o->tsd.cron.myhuman->tsd.human.abductor == o &&	/* by me? */
			o->tsd.cron.tx == volcano_obj->x) {	/* we're headed to the volcano? */

			/* We have carried a human to the volcano.  Drop him in. */

			o->tsd.cron.myhuman->tsd.human.abductor = NULL; /* human isn't abducted anymore. */
			o->tsd.cron.myhuman->x = o->x;	      /* drop him off _here_ */
			o->tsd.cron.myhuman->y = o->y;
			o->tsd.cron.myhuman->tsd.human.picked_up = 0;   /* he's not picked up. */
			o->tsd.cron.myhuman->tsd.human.on_ground = 0;   /* he's not on the ground. */
			o->tsd.cron.myhuman = NULL;
			o->tsd.cron.state = CRON_STATE_SEEKING_HUMAN; /* start looking for another one. */
			wwviaudio_add_sound(SCREAM_SOUND);
		} else {
		
			/* Pick a new random destination... */	
			o->tsd.cron.tx = terrain.x[randomn(TERRAIN_LENGTH-MAXBUILDING_WIDTH-1)];
			tx = o->tsd.cron.tx;
			dgy = ground_level(tx, &xi, NULL);
			o->tsd.cron.ty = dgy-140;
			ty = o->tsd.cron.ty;
			o->tsd.cron.tmp_ty_offset = 0;

			/* If we are seeking a human... */
			if (o->tsd.cron.myhuman != NULL && 
				o->tsd.cron.state == CRON_STATE_SEEKING_HUMAN) {
				/* Check to see if we've reached him. */
				ydist = abs(o->y - o->tsd.cron.myhuman->y); 
				xdist = abs(o->x - o->tsd.cron.myhuman->x); 
				if (o->tsd.cron.myhuman->tsd.human.picked_up == 0 &&
					xdist <= CRON_DX_THRESHOLD && ydist <= CRON_DY_THRESHOLD) {

					/* We got him... pick him up. */
					o->tsd.cron.myhuman->tsd.human.picked_up = 1;
					o->tsd.cron.myhuman->tsd.human.on_ground = 0;
					o->tsd.cron.state = CRON_STATE_CARRYING_HUMAN_TO_VOLCANO;
					o->tsd.cron.tx = volcano_obj->x;
					o->tsd.cron.ty = volcano_obj->y - 150;
					o->tsd.cron.myhuman->tsd.human.seat_number = 0;
					wwviaudio_add_sound(ABDUCTED_SOUND);

					/* Take him to the volcano. */
					o->tsd.cron.state = CRON_STATE_CARRYING_HUMAN_TO_VOLCANO;
				}
			}
		}
	}


	/* If it's a ways off to our destination, screw around a little bit */
	/* with the y coord of the destination to make us bob up and down */
	if (xdist > CRON_DX_THRESHOLD) {
		ty += o->tsd.cron.tmp_ty_offset;

		/* avoid the ground */
		if (ty > gy-15 && xdist)
			ty = gy-15;
	}
		else ty = o->tsd.cron.ty;

	
	/* move towards the destination */	
	if (o->x < tx && tx - o->x > CRON_DX_THRESHOLD)
		dvx = CRON_MAX_VX;
	else if (o->x > tx && o->x - tx > CRON_DX_THRESHOLD)
		dvx = -CRON_MAX_VX;
	else
		dvx = 0;
	if (o->y < ty && ty - o->y > CRON_DY_THRESHOLD)
		dvy = CRON_MAX_VY;
	else if (o->y > ty && o->y - ty > CRON_DY_THRESHOLD)
		dvy = -CRON_MAX_VY;
	else
		dvy = 0;


	/* watch out for bug...  This isn't fixed, but don't know how we get in here.. */
	if (done && dvx == 0 && dvy == 0) {
		/* printf("Arg!  Stuck.  tx=%d,ty=%d, x=%d, y=%d\n", 
			tx, ty, o->x, o->y); */
		dvy = -CRON_MAX_VY;
		dvx = -CRON_MAX_VX;
	}

	/* should we take a shot at the player? */
	if (randomn(100) <= CRON_SHOT_CHANCE && timer % 10 == 0) {
		dist2 = (player_target->x - o->x) * (player_target->x - o->x) + 
			(player_target->y - o->y) * (player_target->y - o->y);
		if (dist2 <= CRON_SHOT_DIST_SQR) {
			int dx, dy, vx, vy;
			/* calculate vx, vy by similar triangles */
			dx = (player_target->x + player_target->vx * BULLET_LEAD_TIME) - o->x;
			dy = (player_target->y + player_target->vy * BULLET_LEAD_TIME) - o->y;
			if (dx == 0 && dy == 0) {
				vx = 0;
				vy = 0;
			} else if (abs(dx) > abs(dy)) {
				vx = ((dx < 0) ? -1 : 1) * BULLET_SPEED;
				vy = (dy * BULLET_SPEED)/(abs(dx));
			} else {
				vy = ((dy < 0) ? -1 : 1) * BULLET_SPEED;
				vx = (dx * BULLET_SPEED)/(abs(dy));
			}
			explode(o->x, o->y, o->vx, o->vy, 4, 8, 9);
			add_bullet(o->x, o->y, vx, vy, 40, WHITE, player_target);
			/* add_floater_message(o->x, o->y, "Bang!"); */
			wwviaudio_add_sound(CRONSHOT);
		}
	}
	
#if 0
	if (abs(player->x - tx) > CRON_DX_THRESHOLD ||
		abs(player->y - ty) > CRON_DY_THRESHOLD || randomn(100) < 3) {
		o->tsd.gdb.tx = player->x + randomn(300)-150;
		o->tsd.gdb.ty = player->y + randomn(300)-150;
	}
#endif

	/* if (o->y > gy - 100 && dvy > -3)
		dvy = -10;	 */

	/* adjust velocity towards desired velocity. */
	if (o->vx < dvx)
		o->vx++;
	else if (o->vx > dvx)
		o->vx--;
	if (o->vy < dvy)
		o->vy++;
	else if (o->vy > dvy)
		o->vy -= 2;

	o->x += o->vx; /* move... */
	o->y += o->vy;

	o->vy++; /* gravity */

	/* move the beam around */
	if (randomn(100) <= 3) {
		switch (randomn(10)) {
			case 0:
			case 1:
			case 2:
			case 3:
			case 4:
			case 5: o->tsd.cron.beam_speed = randomn(24) - 12;
				break;
			default:
				o->tsd.cron.beam_speed = 0; /* turn off beam */
		}
	}
	/* don't let the beam get too far to the left or right of the cron job. */
	if (((o->tsd.cron.beam_speed < 0 && o->tsd.cron.beam_pos < -300)) || 
		((o->tsd.cron.beam_speed > 0 && o->tsd.cron.beam_pos > 300)))
		o->tsd.cron.beam_speed = -o->tsd.cron.beam_speed;

	/* move the beam. */
	o->tsd.cron.beam_pos += o->tsd.cron.beam_speed;
		
	/* explode(o->x - dvx + randomn(4)-2, o->y - dvy + randomn(4)-2, -dvx, -dvy, 4, 8, 9); */
#if 0	
	xdist = abs(o->x - player->x);
	if (xdist < GDB_LAUNCH_DIST) {
		ydist = o->y - player->y;
		if (randomn(1000) < SAM_LAUNCH_CHANCE && timer >= o->missile_timer) {
			wwviaudio_add_sound(SAM_LAUNCH_SOUND);
			add_harpoon(o->x+10, o->y, 0, 0, 300, MAGENTA, player, o);
			o->missile_timer = timer + MISSILE_FIRE_PERIOD;
			if (!o->tsd.gdb.awake) {
				o->tsd.gdb.awake = 1;
				o->tsd.gdb.tx = player->x + randomn(200)-100;
				o->tsd.gdb.ty = player->y + randomn(200)-100;
			}
		}
	}
#endif

#if 0
	if (o->y >= gy + 3) {
		o->alive = 0;
		explode(o->x, o->y, o->vx, 1, 70, 150, 20);
		o->destroy(o);
	}
#endif
}

void pilot_move(struct game_obj_t *o)
{
	int dvx, dvy, tx, ty;
	int gy = 32756; /* big number. */
	int exhaust_dx;

	if (!o->alive)
		return;

	gy = find_ground_level(o, NULL);
	dvx = 0; /* make compiler happy */
	dvy = 0; /* make compiler happy */ 	

	/* compute a desired velocity which will move towards target coords */
	tx = o->tsd.gdb.tx;
	ty = o->tsd.gdb.ty;
	if (o->x < tx && tx - o->x > GDB_DX_THRESHOLD)
		dvx = JETPILOT_MAX_VX;
	else if (o->x < tx)
		dvx = 0;
	else if (o->x > tx && o->x - tx > GDB_DX_THRESHOLD)
		dvx = -JETPILOT_MAX_VX;
	else if (o->x > tx)
		dvx = 0;
	if (o->y < ty && ty - o->y > JETPILOT_BIG_DY_THRESHOLD)
		dvy = JETPILOT_MAX_VY;
	else if (o->y < ty && ty - o->y > JETPILOT_SMALL_DY_THRESHOLD)
		dvy = 3;
	else if (o->y < ty)
		dvy = 0;
	else if (o->y > ty && o->y - ty > JETPILOT_BIG_DY_THRESHOLD)
		dvy = -5;
	else if (o->y > ty && o->y - ty > JETPILOT_SMALL_DY_THRESHOLD)
		dvy = -3;
	else if (o->y > ty)
		dvy = 0;

#if 0
		/* If we aren't close to the destination, every once in awhile, */
		/* change the distination a bit.  This makes it a little less predictable */
		if (abs(player->x - tx) > GDB_DX_THRESHOLD ||
			abs(player->y - ty) > GDB_DY_THRESHOLD || randomn(100) < 3) {
			o->tsd.gdb.tx = player->x + randomn(300)-150;
			o->tsd.gdb.ty = player->y + randomn(300)-150;
		}
#endif

	{
		int angle = (((timer >> (o->number & 0x01)) * (3 + (o->number & 0x01)) + o->number) % 360);

		if (o->number & 0x01)
			angle = 360 - angle;

		tx = player_target->x + sine[angle] * (250 + (o->number & 0x3f));
		ty = player_target->y + cosine[angle] * (250 + (o->number & 0x3f));

		if (ty > gy)
			ty -= 100;

		o->tsd.gdb.tx = tx;
		o->tsd.gdb.ty = ty;
	}

	/* avoid the ground. */
	if (o->y > gy - 200 && o->vy > 0)
		dvy = -JETPILOT_MAX_VY;	

	/* adjust velocity towards desired velocity. */
	if (o->vx < dvx)
		o->vx++;
	else if (o->vx > dvx)
		o->vx--;
	/* let gravity do this. */
	/* if (o->vy < dvy)
		o->vy++; */
	else if (o->vy > dvy) {
		o->vy -= 2;
		if (o->vy - dvy > 5)
			o->vy -= 2;
		if (o->vy - dvy > 10)
			o->vy -= 2;
	}

	o->x += o->vx; /* move... */
	o->y += o->vy;

	o->vy++; /* gravity */

	if (randomn(5) == 1) /* just to make things non-deterministic */
		o->vy--;

	/* make him face the right way, the way he's trying to go. */
	if (dvx >= 0) {
		o->v = &jetpilot_vect_right;
		exhaust_dx = 3;
	} else if (dvx < 0) {
		o->v = &jetpilot_vect_left;
		exhaust_dx = 3;
	}

	/* shoot out some exhaust, only if we're trying to go "more up." */	
	if (o->vy > dvy)
		explode(o->x + exhaust_dx, o->y, -o->vx, 7, 4, 8, 9);

	/* See if we should take a shot at the player... */
	if (abs(o->x - player_target->x) < 1000 && 
		abs(o->y - player_target->y) < 800 &&
		randomn(1000) < (level.jetpilot_firechance)) {
		int vx, vy;
		aim_vx_vy(player_target, o, 28, 10, &vx, &vy);
		add_laserbolt(o->x, o->y, vx, vy, GREEN, 50);
		wwviaudio_add_sound(FLAK_FIRE_SOUND);
	}

#if 0
	/* launch a missile? */	
	xdist = abs(o->x - player->x);
	if (xdist < GDB_LAUNCH_DIST) {
		ydist = o->y - player->y;
		if (randomn(1000) < SAM_LAUNCH_CHANCE && timer >= o->missile_timer) {
			wwviaudio_add_sound(SAM_LAUNCH_SOUND);
			add_harpoon(o->x+10, o->y, 0, 0, 300, RED, player, o);
			o->missile_timer = timer + MISSILE_FIRE_PERIOD;
			if (!o->tsd.gdb.awake) {
				/* if we weren't awake when we fired the missile, we are now. */
				o->tsd.gdb.awake = 1;
				o->tsd.gdb.tx = player->x + randomn(200)-100;
				o->tsd.gdb.ty = player->y + randomn(200)-100;
			}
		}
	}
#endif
	/* If GDB's smash into the ground... they die. */
	/* Somewhat counteracts their bad-assitude.... */
	if (o->y >= gy + 3) {
		remove_target(o);
		kill_object(o);
		explosion(o->x, o->y, o->vx, 1, 70, 150, 20);
		o->destroy(o);
	}
}

void gdb_move(struct game_obj_t *o)
{
	int xdist, ydist;
	int dvx, dvy, tx, ty;
	int gy = 32756; /* big number. */

	if (!o->alive)
		return;

	/* If a gravity bomb has picked up the gdb, wake him up. */
	if ((o->vx != 0 || o->vy != 0) && !o->tsd.gdb.awake)
		o->tsd.gdb.awake = 1;

	if (o->tsd.gdb.awake) {
		gy = find_ground_level(o, NULL);
	
		dvx = 0; /* make compiler happy */
		dvy = 0; /* make compiler happy */ 	

		/* compute a desired velocity which will move towards target coords */
		tx = o->tsd.gdb.tx;
		ty = o->tsd.gdb.ty;
		if (o->x < tx && tx - o->x > GDB_DX_THRESHOLD)
			dvx = GDB_MAX_VX;
		else if (o->x < tx)
			dvx = 0;
		else if (o->x > tx && o->x - tx > GDB_DX_THRESHOLD)
			dvx = -GDB_MAX_VX;
		else if (o->x > tx)
			dvx = 0;
		if (o->y < ty && ty - o->y > GDB_DY_THRESHOLD)
			dvy = GDB_MAX_VY;
		else if (o->y < ty)
			dvy = 0;
		else if (o->y > ty && o->y - ty > GDB_DY_THRESHOLD)
			dvy = -GDB_MAX_VY;
		else if (o->y > ty)
			dvy = 0;
#if 0
		/* If we aren't close to the destination, every once in awhile, */
		/* change the distination a bit.  This makes it a little less predictable */
		if (abs(player->x - tx) > GDB_DX_THRESHOLD ||
			abs(player->y - ty) > GDB_DY_THRESHOLD || randomn(100) < 3) {
			o->tsd.gdb.tx = player->x + randomn(300)-150;
			o->tsd.gdb.ty = player->y + randomn(300)-150;
		}
#endif

		{
			int angle = ((timer * 3 + o->number*47) % 360);
			tx = player_target->x + sine[angle] * 250;  
			ty = player_target->y + cosine[angle] * 250;
	
			if (ty > gy)
				ty -= 100;

			o->tsd.gdb.tx = tx;
			o->tsd.gdb.ty = ty;
		}

		/* avoid the ground. */
		if (o->y > gy - 100 && dvy > -3)
			dvy = -10;	

		/* adjust velocity towards desired velocity. */
		if (o->vx < dvx)
			o->vx++;
		else if (o->vx > dvx)
			o->vx--;
		if (o->vy < dvy)
			o->vy++;
		else if (o->vy > dvy)
			o->vy -= 2;

		o->x += o->vx; /* move... */
		o->y += o->vy;

		o->vy++; /* gravity */

		/* shoot out some exhaust. */	
		explode(o->x - dvx + randomn(4)-2, o->y - dvy + randomn(4)-2, -dvx, -dvy, 4, 8, 9);
	}

	/* launch a missile? */	
	xdist = abs(o->x - player_target->x);
	if (xdist < GDB_LAUNCH_DIST) {
		ydist = o->y - player_target->y;
		if (randomn(1000) < SAM_LAUNCH_CHANCE && timer >= o->missile_timer) {
			wwviaudio_add_sound(SAM_LAUNCH_SOUND);
			add_harpoon(o->x+10, o->y, 0, 0, 300, RED, player_target, o);
			o->missile_timer = timer + MISSILE_FIRE_PERIOD;
			if (!o->tsd.gdb.awake) {
				/* if we weren't awake when we fired the missile, we are now. */
				o->tsd.gdb.awake = 1;
				o->tsd.gdb.tx = player_target->x + randomn(200)-100;
				o->tsd.gdb.ty = player_target->y + randomn(200)-100;
			}
		}
	}

	/* If GDB's smash into the ground... they die. */
	/* Somewhat counteracts their bad-assitude.... */
	if (o->y >= gy + 3) {
		remove_target(o);
		kill_object(o);
		explosion(o->x, o->y, o->vx, 1, 70, 150, 20);
		o->destroy(o);
	}
}

void humanoid_move(struct game_obj_t *o)
{
	int xdist, ydist;
	struct game_obj_t *abductor;

	if (!o->alive) {
		printf("Bug... Dead human %d\n", o->tsd.human.human_number);
		return;
	}
	if (o->alive != 1) printf("human%d, alive=%d\n", o->tsd.human.human_number, o->alive);

	/* humans move around with their abductors. */
	abductor = o->tsd.human.abductor;
	if (o->tsd.human.picked_up && abductor != NULL) {
		if (abductor->otype == OBJ_TYPE_PLAYER) {
			o->x = 10 + abductor->x + (o->tsd.human.seat_number * 8) 
				- (game_state.humanoids * 4);
			o->y = o->tsd.human.abductor->y + 20;
		} else if (abductor->otype == OBJ_TYPE_REINDEER) {
			o->x = 10 + abductor->x + (o->tsd.human.seat_number * 8) 
			- (game_state.humanoids * 4);
			o->y = o->tsd.human.abductor->y + 3;
		} else {
			o->x = abductor->x;
			o->y = o->tsd.human.abductor->y + 30;
		}
	}

	/* not on ground, not picked up -- we're falling... */
	if (o->tsd.human.on_ground == 0 && o->tsd.human.picked_up == 0) {
		int gy;
		/* we got dropped */
		if ((timer & 0x03) == 0)
			o->vy++; /* make them easier to catch. */
		o->y += o->vy;
		o->x += o->vx;
		gy = find_ground_level(o, NULL);
		if (gy == GROUND_OOPS || o->y >= gy) {
			o->y = gy;
			o->tsd.human.on_ground = 1;
			wwviaudio_add_sound(BODYSLAM_SOUND);
			if (abs(o->x - volcano_obj->x) > 20)
				wwviaudio_add_sound(OOF_SOUND);
			else {
				wwviaudio_add_sound(IT_BURNS);
				remove_target(o);
				kill_object(o);
				game_state.score -= score_table[OBJ_TYPE_HUMAN];
				return;
			}
		}
	}

	xdist = abs(o->x - player_target->x);
	ydist = abs(o->y - player_target->y);
	if (xdist < HUMANOID_DIST && o->tsd.human.abductor != player_target) {
		if (ydist < HUMANOID_DIST && o->tsd.human.picked_up == 0 &&	/* close enough for pickup? */
			game_state.health > 0) {
			if (o->tsd.human.on_ground == 0) { /* midair catch */
				add_floater_message(o->x, o->y + 25, "Nice Catch! +1000!");
				game_state.score += 1000;
			}
			wwviaudio_add_sound(CARDOOR_SOUND);
			wwviaudio_add_sound(WOOHOO_SOUND);
			add_floater_message(o->x, o->y, "Woohoo!");
			o->x = -1000; /* take him off screen. */
			o->y = -1000;
			o->tsd.human.abductor = player_target;
			o->tsd.human.picked_up = 1;
			o->tsd.human.seat_number = game_state.humanoids;
			o->tsd.human.on_ground = 0;
			game_state.score +=  score_table[OBJ_TYPE_HUMAN];
			game_state.humanoids++;
		} else {
			/* counter tracks if player has left the general vicinity of the human lately. */
			/* keeps human from saying "Help up/down here!" more than once at a time. */
			/* If the player is in the middle of falling, he doesn't say anything. */ 
			/* Too busy screaming. */
			if (o->counter == 0 && (o->tsd.human.on_ground != 0 || 
				o->tsd.human.picked_up != 0)) {
				add_floater_message(o->x, o->y, "Help!");
				if (o->y > player_target->y)
					wwviaudio_add_sound(HELPDOWNHERE_SOUND);
				else
					wwviaudio_add_sound(HELPUPHERE_SOUND);
				o->counter = 1;
			}
		}
	} else if (xdist > 1000) 
		o->counter = 0; /* reset counter if player is far enough away. */
}

void advance_level();
void socket_move(struct game_obj_t *o)
{
	int xdist, ydist;
	if (!o->alive)
		return;

	/* see if player entered ths socket... */
	xdist = abs(o->x - player->x);
	ydist = abs(o->y - player->y);
	/* HUMANOID_DIST is close enough */
	if (xdist < HUMANOID_DIST*3 && ydist < HUMANOID_DIST*2 
		&& timer_event != START_INTERMISSION_EVENT) {
		gettimeofday(&game_state.finish_time, NULL);
		wwviaudio_add_sound(WOOHOO_SOUND);
		player->tsd.epd.count = 50;
		player->tsd.epd.count2 = 0;
		player->vx = 0;
		player->vy = 0;
		player->x = 0; /* so we won't enter the socket again immediately */
		timer_event = START_INTERMISSION_EVENT;
		next_timer = timer + 1;
		/* advance_level(); */
	}
	if (xdist < SCREEN_WIDTH)
		o->color = randomn(NCOLORS + NSPARKCOLORS + NRAINBOWCOLORS);
}

static inline void free_object(int i)
{
	game_state.go[i].alive = 0;
#ifdef DEBUG_TARGET_LIST
	if (game_state.go[i].ontargetlist ||
		game_state.go[i].next) {
			printf("x\n");
	}
#endif
	free_obj_bitmap[i >> 5] &= ~(1 << (i % 32)); /* clear the proper bit. */
}

static inline void age_object(struct game_obj_t *o)
{
	o->alive--;
	if (o->alive <= 0) {
		if (o->ontargetlist)
			remove_target(o);
		free_object(o->number);	
	}
}

static inline void kill_object(struct game_obj_t *o)
{
	o->alive = 0;
	free_object(o->number);
}

static void kill_and_debris_object(struct game_obj_t *o)
{
	if (o->debris_form != NULL) {
		o->v = o->debris_form;
		o->alive = 1;
		o->otype = OBJ_TYPE_SCENERY;
		o->move = NULL;
		o->draw = draw_generic;
		return;
	}
	kill_object(o);
}

int find_free_obj();

void laser_move(struct game_obj_t *o);
void laser_draw(struct game_obj_t *o,  GtkWidget *w);
void generic_destroy_func(struct game_obj_t *o);

void player_fire_laser()
{
	int i;
	struct game_obj_t *o, *p;
	int j;
	int y;

	if (timer < game_state.nextlasertime)
		return;
	game_state.nextlasertime = timer + (frame_rate_hz / 12);

	p = player_target;

	/* Fire laser... cmd muliplier times. */
	y = p->y - ((game_state.cmd_multiplier-1)/2) * 10;
	for (j=0;j<game_state.cmd_multiplier;j++) {
		i = find_free_obj();
		if (i < 0)
			return;
		o = &game_state.go[i];

		o->last_xi = -1;
		o->x = p->x+(0 * game_state.direction);
		o->y = y;
		y += 10;
		o->vx = p->vx + LASER_SPEED * 
			(player_target == player ? game_state.direction : 
			player_target->tsd.reindeer.direction);
		o->vy = 0;
		o->v = &right_laser_vect;
		o->draw = laser_draw;
		o->move = laser_move;
		o->destroy = generic_destroy_func;
		o->otype = OBJ_TYPE_LASER;
		o->color = game_state.nextlasercolor;
		o->alive = 20;
		o->next = NULL;
		o->prev = NULL;
		o->tsd.laser.tail_x = o->x;
	
		game_state.nextlasercolor++;
		if  (game_state.nextlasercolor >= NCOLORS + NSPARKCOLORS + NRAINBOWCOLORS)
			game_state.nextlasercolor = NCOLORS + NSPARKCOLORS;
	}
	game_state.cmd_multiplier = 1;
	wwviaudio_add_sound(PLAYER_LASER_SOUND);
}

int interpolate(int x, int x1, int y1, int x2, int y2)
{
	/* return corresponding y on line x1,y1,x2,y2 for value x */
	/*
		(y2 -y1)/(x2 - x1) = (y - y1) / (x - x1)     by similar triangles.
		(x -x1) * (y2 -y1)/(x2 -x1) = y - y1	     a little algebra...
		y = (x - x1) * (y2 - y1) / (x2 -x1) + y1;    I think there's one more step
	                                                     which would optimize this a bit more.
							     but I forget how it goes. 
	*/
	if (x2 == x1)
		return y1;
	else
		return (x - x1) * (y2 - y1) / (x2 -x1) + y1;
}

int ground_level(int x, int *xi, int *slope)
{

/* Find the level (y value) of the ground at position x, 
 * return index into terrain array in *xi.  */
	int deepest, i;

	*xi = -1;
	deepest = GROUND_OOPS;

	/* find the terrain segment spanning x. */
	for (i=0;i<TERRAIN_LENGTH-1;i++) {
		if (x >= terrain.x[i] && x < terrain.x[i+1]) {
			*xi = i; /* tell caller the index, and find the exact y value. */
			deepest = interpolate(x, terrain.x[i], terrain.y[i],
					terrain.x[i+1], terrain.y[i+1]);

			if (slope != NULL) {
				/* calculate the slope of the ground at point of impact. */
				/* we use this later when bouncing things, and making them */
				/* slide downhill. */
				*slope = terrain.slope[i];
			}
			break;
		}
	}
	return deepest;
}

int find_ground_level(struct game_obj_t *o, int *slope)
{

	/* optimized way to find the ground level (y value) at an object's */
	/* x position.  Each object tracks the terrain segment it was last at. */
	/* This means, the linear search of the terrain array is mostly eliminated */

	int xi1, xi2, i;
	xi1 = o->last_xi; /* try the terrain segment we used last time. */
	xi2 = xi1 + 1;

	if (xi1 < 0 || xi2 >= TERRAIN_LENGTH) /* Do we have a last one? No? */
		return ground_level(o->x, &o->last_xi, slope); /* do it the hard way. */

	/* Is the last terrain segment the correct one? */
	if (terrain.x[xi1] <= o->x && terrain.x[xi2] >= o->x) {
		if (slope != NULL) {
			/* calculate the slope of the ground at point of impact. */
			/* we use this later when bouncing things, and making them */
			/* slide downhill. */
			*slope = terrain.slope[xi1];
		}
		return interpolate(o->x, terrain.x[xi1], terrain.y[xi1],  /* do it the easy way. */
				terrain.x[xi2], terrain.y[xi2]);
	}

	/* The last one wasn't correct.  Have to search. */
	/* The correct one is to the left.  Search left. */
	if (terrain.x[xi1] > o->x) {
		for (i=xi1;i>=0;i--) {
			if (o->x >= terrain.x[i] && o->x < terrain.x[i+1]) {
				o->last_xi = i;
				if (slope != NULL) {
					/* calculate the slope of the ground at point of impact. */
					/* we use this later when bouncing things, and making them */
					/* slide downhill. */
					*slope = terrain.slope[i];
				}
				return interpolate(o->x, terrain.x[i], terrain.y[i],
						terrain.x[i+1], terrain.y[i+1]);
			}
		}
	} else if (terrain.x[xi2] < o->x) { /* Correct one is to the right. */
		for (i=xi1;i<=TERRAIN_LENGTH-10;i++) { /* search to the right. */
			if (o->x >= terrain.x[i] && o->x < terrain.x[i+1]) {
				o->last_xi = i;
				if (slope != NULL) {
					/* calculate the slope of the ground at point of impact. */
					/* we use this later when bouncing things, and making them */
					/* slide downhill. */
					*slope = terrain.slope[i];
				}
				return interpolate(o->x, terrain.x[i], terrain.y[i],
						terrain.x[i+1], terrain.y[i+1]);
			}
		}
	}

	/* What?  there *is* no correct answer.  Object must have fallen off */
	/* the edge of the planet. (it happens sometimes -- though that is a bug. ) */
	o->last_xi = GROUND_OOPS;
	return GROUND_OOPS;
	
}

void generic_destroy_func(struct game_obj_t *o)
{
	/* so far, nothing needs to be done in this. */
	return;
}

void octopus_destroy(struct game_obj_t *o)
{
	int i;

	/* when an octopus is destroyed, his tentacles aren't.  They fall off */
	/* and proceed on their own. */
	for (i=0;i<8;i++) {
		struct game_obj_t *tentacle;
		tentacle = o->tsd.octopus.tentacle[i];
		if (tentacle) {
			tentacle->tsd.tentacle.attached_to = NULL;
			tentacle->vx = randomn(40)-20;
			tentacle->vy = randomn(40)-20;
			tentacle->tsd.tentacle.upper_angle = 170;
			tentacle->tsd.tentacle.lower_angle = 10;
			o->tsd.octopus.tentacle[i] = NULL;
		}
	}
}

void cron_destroy(struct game_obj_t *o)
{
	/* Drop any human the cron job is carrying. */
	if (o->tsd.cron.myhuman != NULL && 
		o->tsd.cron.myhuman->tsd.human.picked_up &&
		o->tsd.cron.myhuman->tsd.human.abductor == o) {
		o->tsd.cron.myhuman->tsd.human.abductor = NULL;
		o->tsd.cron.myhuman->tsd.human.picked_up = 0;
		o->tsd.cron.myhuman->tsd.human.on_ground = 0;
		/* printf("Human released, alive=%d, x=%d, y=%d.\n", o->tsd.cron.myhuman->x, o->tsd.cron.myhuman->y,
			o->tsd.cron.myhuman->alive); */
		o->tsd.cron.myhuman->vx = o->vx; /* <-- this doesn't seem to be working... FIXME */
		o->tsd.cron.myhuman = NULL;
		wwviaudio_add_sound(SCREAM_SOUND);
	}
	generic_destroy_func(o);
}

void bridge_move(struct game_obj_t *o);
void no_move(struct game_obj_t *o);
static void add_score_floater(int x, int y, int score);
static void spray_debris(int x, int y, int vx, int vy, int r, struct game_obj_t *victim, int metal);
void truss_cut_loose_whats_below(struct game_obj_t *o, struct game_obj_t *bomb);
static void add_pilot(int pilotx, int piloty, int pilotvx, int pilotvy);

void present_move(struct game_obj_t *o)
{
	struct game_obj_t *t;
	int deepest;
	int dist2;
	int do_remove_present;

	if (!o->alive)
		return;
	
	do_remove_present = 0;

	o->x += o->vx;
	o->y += o->vy;
	o->vy++; /* gravity */

	/* Scan the target list to see if we've hit anything. */
	for (t=target_head;t != NULL; t = t->next) {
		if (t == o || t->otype != OBJ_TYPE_HOUSE) /* presents only care about houses */
			continue;
		/* find distance squared... don't take square root. */
		dist2 = (o->x - t->x)*(o->x - t->x) + 
			(o->y - t->y)*(o->y - t->y);
		if (dist2 < LASER_PROXIMITY && t->tsd.house.santa_came == 0) { /* a hit (LASER_PROXIMITY is already squared.) */
			t->tsd.house.santa_came = 1;
			t->v = &house_green_vect;
			game_state.score += DELIVER_PRESENTS_SCORE;
			do_remove_present = 1;
			game_state.houses_gifted++;
			add_floater_message(t->x, t->y, "1000");
			if (game_state.houses_gifted == NHOUSES) {
				add_floater_message(t->x, t->y + 25, "All Houses visited! +1000000!");
				game_state.score += 1000000;
			}
			wwviaudio_add_sound(YAY_SANTA);
			goto out;
		}
	}

	/* Detect smashing into the ground */
	deepest = find_ground_level(o, NULL);
	if (deepest != GROUND_OOPS && o->y > deepest) {
		do_remove_present = 1;
		/* find nearby targets */
		for (t=target_head;t != NULL; t = t-> next) {
			if (t->otype != OBJ_TYPE_HOUSE) /* presents only care for houses */
				continue;
			dist2 = (o->x - t->x)*(o->x - t->x) + 
				(o->y - t->y)*(o->y - t->y);
			if (dist2 < BOMB_PROXIMITY && t->tsd.house.santa_came == 0) { /* a hit */
				t->tsd.house.santa_came = 1;
				game_state.houses_gifted++;
				game_state.score += DELIVER_PRESENTS_SCORE;
				t->v = &house_green_vect;
				add_floater_message(t->x, t->y, "1000");
				if (game_state.houses_gifted == NHOUSES) {
					add_floater_message(t->x, t->y + 25, "All Houses visited! +1000000!");
					game_state.score += 1000000;
				}
				wwviaudio_add_sound(YAY_SANTA);
				goto out;
			}
		}
	}

out:
	if (do_remove_present) {
		remove_target(o);
		kill_object(o);
		o->destroy(o);
	}
}

void nice_bank_shot(struct game_obj_t *bomb)
{
	static int bank_shot_sound_time = 0;
	if (bomb == NULL)
		return;
	if (bomb->tsd.bomb.bank_shot_factor == 1)
		return;
	add_floater_message(player_target->x, player_target->y - 20, "Nice Bank Shot!");
	if (timer > bank_shot_sound_time) {
		bank_shot_sound_time = timer + 30;
		wwviaudio_add_sound(NICE_BANK_SHOT);
	}
}

void timpani_boing(struct game_obj_t *bomb)
{
	static int timpani_time = 0;
	if (bomb->vy > -6) 
		return;
	bomb->tsd.bomb.bank_shot_factor = 10;
	if (timpani_time > timer)
		return;
	timpani_time = timer + 5;
	wwviaudio_add_sound(TIMPANI_BOING);
}

void bomb_move(struct game_obj_t *o);
void disconnect_any_attached_gun(struct game_obj_t *t)
{
	/* Disconnect any attached gun */
	if (t->attached_gun != NULL) {
		t->attached_gun->move = bomb_move; 
		t->tsd.bomb.bank_shot_factor = 1;
		t->attached_gun->tsd.kgun.attached_to = NULL; 
		t->attached_gun = NULL;
	}
	/* if we hit a gun disconnect it */
	if (t->otype == OBJ_TYPE_KGUN && 
		t->tsd.kgun.attached_to != NULL) {
		t->tsd.kgun.attached_to->attached_gun = NULL;
		if (t->tsd.kgun.attached_to->otype == OBJ_TYPE_TRUSS)
			t->tsd.kgun.attached_to->tsd.truss.below = NULL;
		t->tsd.kgun.attached_to = NULL;
	}
	/* actually, the below tesla code never executes because the */
	/* laser and bomb currently cannot hit a tesla coil */
	if (t->otype == OBJ_TYPE_TESLA && 
		t->tsd.tesla.attached_to != NULL) {
		t->tsd.tesla.attached_to->attached_gun = NULL;
		if (t->tsd.tesla.attached_to->otype == OBJ_TYPE_TRUSS)
			t->tsd.tesla.attached_to->tsd.truss.below = NULL;
		t->tsd.tesla.attached_to = NULL;
	}
}

void bomb_move(struct game_obj_t *o)
{
	struct game_obj_t *t, *next;
	int deepest;
	int dist2;
	int removed;
	int do_remove_bomb;
	int addpilot = 0;
	int pilotx, piloty, pilotvx, pilotvy;

	pilotx = piloty = pilotvx = pilotvy = 0;

	if (!o->alive)
		return;
	
	do_remove_bomb = 0;

	o->x += o->vx;
	o->y += o->vy;
	o->vy++; /* gravity */

	/* Scan the target list to see if we've hit anything. */
	for (t=target_head;t != NULL;) {
		if (t == o || t->otype == 'p') { /* bomb_move things can't bomb them selves. */
			t = t-> next;
			continue;
		}
		if (!t->alive) {
			t=t->next;
			continue;
		}
		removed = 0;
		switch (t->otype) {
			case OBJ_TYPE_AIRSHIP:
				if (abs(o->x - t->x) < 3*60 &&	/* hit a blimp or clipper ship? */
					o->y - t->y <= 0 &&
					o->y - t->y > -50*3) {
					if (o->vy > 0) {
						o->vy = -o->vy * 0.8;
						timpani_boing(o);
					}
					o->vx = o->vx + randomn(6)-3;
				}
				break;
				
			case OBJ_TYPE_KGUN:
			case OBJ_TYPE_TRUSS:
			case OBJ_TYPE_ROCKET:
			case OBJ_TYPE_BIG_ROCKET:
			case OBJ_TYPE_JET:
			case OBJ_TYPE_MISSILE:
			case OBJ_TYPE_HARPOON:
			case OBJ_TYPE_CRON:
			case OBJ_TYPE_GDB:
			case OBJ_TYPE_OCTOPUS:
			case OBJ_TYPE_FUEL:
			case OBJ_TYPE_JAMMER:
			case OBJ_TYPE_GUN:
			case OBJ_TYPE_JETPILOT:
			/* case OBJ_TYPE_BOMB:  no, bomb can't bomb himself... */
			case OBJ_TYPE_SAM_STATION:  {
				/* find distance squared... don't take square root. */
				dist2 = (o->x - t->x)*(o->x - t->x) + 
					(o->y - t->y)*(o->y - t->y);
				if (dist2 < LASER_PROXIMITY) { /* a hit (LASER_PROXIMITY is already squared.) */

					if (t->uses_health) {
						t->health.health -= 1;
						if (t->health.health > 0) {
							do_remove_bomb = 1;
							make_bomb_sound();
							explosion(t->x, t->y, t->vx, 1, 70, 150, 20);
							spray_debris(t->x, t->y, t->vx, t->vy, 70, t, 1);
							/* target object not dead yet. */
							break;
						}
						if (t->otype == OBJ_TYPE_TRUSS)
							truss_cut_loose_whats_below(t, o);

						/* if it's a gdb or a jet, then pilot ejects. */
						if (t->otype == OBJ_TYPE_JET || t->otype == OBJ_TYPE_GDB) {
							addpilot = 1;
							pilotx = t->x;
							piloty = t->y;
							pilotvx = t->vx;
							pilotvy = t->vy - 20;
						}
					}

					disconnect_any_attached_gun(t);

					if (score_table[t->otype] != 0) {
						game_state.score += score_table[t->otype] * o->tsd.bomb.bank_shot_factor;
						add_score_floater(t->x, t->y, score_table[t->otype] * 
							o->tsd.bomb.bank_shot_factor);
						nice_bank_shot(o);
					}
					kill_tally[t->otype]++;
					make_bomb_sound();
					explosion(t->x, t->y, t->vx, 1, 70, 150, 20);
					spray_debris(t->x, t->y, t->vx, t->vy, 70, t, 1);
					/* t->alive = 0; */
					next = remove_target(t);
					kill_and_debris_object(t);
					t->destroy(t);
					t = next;
					removed = 1;
					do_remove_bomb = 1;
				}
			}
			default:
				break;
		}
		/* Careful.  if we removed a target, then the current one *is* the "next" one. */
		if (!removed)  
			t=t->next;
	}

	/* Detect smashing into the ground */
	deepest = find_ground_level(o, NULL);
	if (deepest != GROUND_OOPS && o->y > deepest) {
		make_bomb_sound();
		explosion(o->x, o->y, o->vx, 1, 90, 150, 20);
		do_remove_bomb = 1;
		/* find nearby targets */
		for (t=target_head;t != NULL;) {
			if (t == o || t->otype == 'p') { /* bomb_move things can't bomb them selves. */
				t = t-> next;
				continue;
			}
			if (!t->alive) {
				t=t->next;
				continue;
			}
			removed = 0;
			switch (t->otype) {
				case OBJ_TYPE_TRUSS: 
				case OBJ_TYPE_TENTACLE: 
				case OBJ_TYPE_ROCKET:
				case OBJ_TYPE_BIG_ROCKET:
				case OBJ_TYPE_HARPOON:
				case OBJ_TYPE_MISSILE:
				case OBJ_TYPE_GDB:
				case OBJ_TYPE_CRON:
				case OBJ_TYPE_OCTOPUS:
				case OBJ_TYPE_GUN:
				case OBJ_TYPE_KGUN:
				case OBJ_TYPE_BOMB:
				case OBJ_TYPE_JAMMER:
				case OBJ_TYPE_SAM_STATION:
				case OBJ_TYPE_JETPILOT:
				case OBJ_TYPE_FUEL: {
					dist2 = (o->x - t->x)*(o->x - t->x) + 
						(o->y - t->y)*(o->y - t->y);
					if (dist2 < BOMB_PROXIMITY) { /* a hit */

						if (t->uses_health) {
							t->health.health -= 1;
							if (t->health.health > 0) {
								make_bomb_sound();
								explosion(t->x, t->y, t->vx, 1, 70, 150, 20);
								spray_debris(t->x, t->y, t->vx, t->vy, 70, t, 1);
								/* object not dead yet. */
								break;
							}
							if (t->otype == OBJ_TYPE_TRUSS)
								truss_cut_loose_whats_below(t, o);
						}

						disconnect_any_attached_gun(t);

						/* FIXME -- need to adjust kill counts. */

						if (score_table[t->otype] != 0) {
							game_state.score += score_table[t->otype] * 
								o->tsd.bomb.bank_shot_factor;
							add_score_floater(t->x, t->y, score_table[t->otype] * 
								o->tsd.bomb.bank_shot_factor);
							nice_bank_shot(o);
						}
						explosion(t->x, t->y, t->vx, 1, 70, 150, 20);
						spray_debris(t->x, t->y, t->vx, t->vy, 70, t, 1);
						next = remove_target(t);
						kill_and_debris_object(t);
						/* t->alive = 0; */
						t->destroy(t);
						/* if (t->otype == OBJ_TYPE_FUEL) {
							game_state.health += 10;
							if (game_state.health > game_state.max_player_health)
								game_state.health = game_state.max_player_health;
						} */
						t = next;
						removed = 1;
					}
				}
				break;

				/* this is where pieces of bridges hit by bombs get set in motion. */
				case OBJ_TYPE_BRIDGE:
				case OBJ_TYPE_DEBRIS: /* <--- this doesn't seem to work.  FIXME */
					if (abs(o->x - t->x) < BOMB_X_PROXIMITY) { /* a hit */
						/* "+=" instead of "=" in case multiple bombs */
						if (t->move == no_move) /* only get the points once. */
							game_state.score += score_table[OBJ_TYPE_BRIDGE];
						t->vx += ((t->x < o->x) ? -1 : 1) * randomn(6);
						t->vy += ((t->y < o->y) ? -1 : 1) * randomn(6);
						t->move = bridge_move;
						t->alive = 20;
					}
					break;
				default:
					break;
			}
			/* careful, if target removed, next == current. */
			if (!removed)
				t = t->next;
		}
	}
	if (do_remove_bomb) {
		remove_target(o);
		kill_object(o);
		o->destroy(o);
	}
	if (addpilot)
		add_pilot(pilotx, piloty, pilotvx, pilotvy);
}

static void add_spark(int x, int y, int vx, int vy, int time);
static void add_bright_spark(int x, int y, int vx, int vy, int time);
static void add_pixie_dust(int x, int y, int vx, int vy, int time);

#define GRAVITY_BOMB_X_INFLUENCE 400
#define GRAVITY_BOMB_Y_INFLUENCE 400
#define GRAVITY_BOMB_HIT_DIST2 (30*30) 

void gravity_bomb_move(struct game_obj_t *o)
{
	int deepest;
	int dist2;
	struct game_obj_t *t;
	int xdist, ydist;
	int i;

	if (!o->alive)
		return;
	o->x += o->vx;
	o->y += o->vy;
	if (timer & 0x01)
		o->vy++; /* light gravity */

	for (i=0;i<8;i++) {
		int vx, vy, rx, ry;
		/* vx = randomn(10) - (10>>1) + o->vx; */
		/* vy = randomn(10) - (10>>1) + o->vy; */
		rx = randomn(400) - (400>>1);
		ry = randomn(400) - (400>>1);
		vx = ry >> 3;
		vy = rx >> 3;
		add_spark(o->x + rx, o->y + ry, vx, vy, 8); 
	}

	/* start with 1, skip the player. */
	for (i=1;i<MAXOBJS;i++) {
		t = &game_state.go[i];
		if (t == player)
			continue;
		if (t == o) /* bomb_move things can't bomb themselves. */
			continue;
		if (!t->alive)
			continue;

		xdist = t->x - o->x;
		if (abs(xdist) > GRAVITY_BOMB_X_INFLUENCE)
			continue;

		ydist = t->y - o->y;
		if (abs(ydist) > GRAVITY_BOMB_Y_INFLUENCE)
			continue;
		
		switch (t->otype) {
			case OBJ_TYPE_BRIDGE:
				t->move = bridge_move;
			case OBJ_TYPE_SPARK:
			case OBJ_TYPE_PIXIE_DUST:
			case OBJ_TYPE_ROCKET:
			case OBJ_TYPE_BIG_ROCKET:
			case OBJ_TYPE_MISSILE:
			case OBJ_TYPE_HARPOON:
			case OBJ_TYPE_CRON:
			case OBJ_TYPE_DEBRIS:
			case OBJ_TYPE_GDB:
			case OBJ_TYPE_SYMBOL:
			case OBJ_TYPE_OCTOPUS: {
				int dvx, dvy;

				aim_vx_vy(o, t, 10, 0, &dvx, &dvy);

				t->vx += dvx;
				t->vy += dvy;
				t->x += dvx;
				t->y += dvy;

				/* find distance squared... don't take square root. */
				dist2 = (xdist * xdist + ydist * ydist);
				if (dist2 < GRAVITY_BOMB_HIT_DIST2) {

					disconnect_any_attached_gun(t);

					if (score_table[t->otype] != 0) {
						game_state.score += score_table[t->otype];
						add_score_floater(t->x, t->y, score_table[t->otype]);
					}
					kill_tally[t->otype]++;
					/* make_bomb_sound();*/
					/* explode(t->x, t->y, t->vx, 1, 70, 150, 20);*/
					/* spray_debris(t->x, t->y, t->vx, t->vy, 70, t, 1);*/
					remove_target(t);
					t->destroy(t);
					kill_object(t);
				}
			}
			default:
				break;
		}
	}

	/* Detect smashing into the ground */
	deepest = find_ground_level(o, NULL);
	if ((deepest != GROUND_OOPS && o->y > deepest) || !o->alive) {
		remove_target(o);
		kill_object(o);
		o->destroy(o);
	}
}

/* static void corrosive_atmosphere_sound(); */
void volcano_move(struct game_obj_t *o)
{
	int player_dist;

	player_dist = abs(player->x - o->x);
	if (timer % (frame_rate_hz*2) == 0) {
		if (randomn(100) < 25)  {
			spray_debris(o->x, o->y, 0, -40, 40, o, 0);
			spray_debris(o->x, o->y, 0, -30, 30, o, 0);
			spray_debris(o->x, o->y, 0, -20, 20, o, 0);
			spray_debris(o->x, o->y, 0, -10, 10, o, 0);
			if (player_dist < 1500)
				wwviaudio_add_sound(VOLCANO_ERUPTION);
		} else {
			if (randomn(100) < 50) {
				spray_debris(o->x, o->y, 0, -10, 10, o, 0);
				if (player_dist < 1500)
					wwviaudio_add_sound(VOLCANO_ERUPTION);
			}
		}
	}
	if (player_dist < 250) {
		game_state.corrosive_atmosphere = 1;
		/* corrosive_atmosphere_sound(); */
		if ((timer & 0x03) == 3 && game_state.max_player_health >= 50) 
			game_state.health--;
	} else
		game_state.corrosive_atmosphere = 0;
}

/* Consider removing the entire concept of chaff from the game. */
/* I think it may harm game play fun, by confusing the missiles */
/* too easily.  At the very least, fix the missiles so they */
/* aren't *permanently* confused by the chaff. */
void chaff_move(struct game_obj_t *o)
{
	int deepest;

	if (!o->alive)
		return;
	o->x += o->vx;
	o->y += o->vy;
	o->vy++; /* gravity */
	age_object(o);

	/* air resistance reduces horizontal velocity with time. */
	if (o->vx > 0)
		o->vx--;
	else if (o->vx < 0);
		o->vx++;

	explode(o->x, o->y, 0, 0, 10, 7, 19);	/* throw some sparks.*/
	deepest = find_ground_level(o, NULL); 	/* Detect smashing into the ground */
	if (deepest != GROUND_OOPS && o->y > deepest) {
		kill_object(o);
		o->destroy(o);
	}
	if (!o->alive) {
		remove_target(o);
	}
}

void drop_chaff()
{
	int j, i[3];
	struct game_obj_t *o;
	struct game_obj_t *t;

	if (game_state.nextchafftime > timer)
		return;
	game_state.nextchafftime = timer + (frame_rate_hz);

	/* Throw three pieces of chaff each time... */
	for (j=0;j<3;j++) {
		i[j] = find_free_obj();
		if (i[j] < 0)
			return;
		o = &game_state.go[i[j]];
		o->last_xi = -1;
		o->x = player->x;
		o->y = player->y;
		o->vx = player->vx + ((j-1) * 7); /* -7, 0, 7 are x velocities */
		o->vy = player->vy + 7;
		o->v = &spark_vect;
		o->draw = draw_generic;
		o->move = chaff_move;
		o->otype = OBJ_TYPE_CHAFF;
		add_target(o);
		o->color = ORANGE;
		o->alive = 25;
	}
	/* find any missiles in the vicinity */
	for (t=target_head;t != NULL;t=t->next) {
		if (t->otype != OBJ_TYPE_MISSILE)
			continue;
		/* make the missile chase the chaff instead of the player -- sometimes. */
		if (t->bullseye == player) {
			j = randomn(3);
			if (j >= 0 && j <= 3 && i[j] > 0 && randomn(100) < 50)
				t->bullseye = &game_state.go[i[j]];
		}
	}
	/* FIXME Bug: when (bullseye->alive == 0) some new object will allocate there
	   and become the new target... probably a spark.  The missiles will not 
	   re-aquire the proper target. */
}

void drop_bomb()
{
	int i, j;
	struct game_obj_t *o;

	if (game_state.nextbombtime > timer)
		return;
	game_state.nextbombtime = timer + (frame_rate_hz >> 2);

	/* Player drops cmd_multiplier bombs.  */
	for (j=0;j<game_state.cmd_multiplier;j++) {
		if (game_state.nbombs == 0)
			return;
		game_state.nbombs--;
	
		i = find_free_obj();
		if (i < 0)
			return;

		o = &game_state.go[i];
		o->last_xi = -1;
		o->x = player_target->x+(5 * game_state.direction);
		o->y = player_target->y;
		o->vx = player->vx + BOMB_SPEED * 
			(player_target == player ? game_state.direction :
				player_target->tsd.reindeer.direction) + (j*3*game_state.direction);
		o->vy = player->vy;
		o->v = &bomb_vect;
		o->move = bomb_move;
		o->draw = draw_generic;
		o->destroy = generic_destroy_func;
		o->otype = OBJ_TYPE_BOMB;
		add_target(o);
		o->color = ORANGE;
		o->alive = 20;
		o->tsd.bomb.bank_shot_factor = 1;
	}
	game_state.cmd_multiplier = 1;
}

void drop_present()
{
	int i, j;
	static int hohoho_time = 0;
	struct game_obj_t *o;

	if (game_state.nextbombtime > timer)
		return;
	game_state.nextbombtime = timer + (frame_rate_hz >> 2);

	/* Player drops cmd_multiplier presents.  */
	for (j=0;j<game_state.cmd_multiplier;j++) {
	
		i = find_free_obj();
		if (i < 0)
			return;

		o = &game_state.go[i];
		o->last_xi = -1;
		o->x = player_target->x+(5 * game_state.direction);
		o->y = player_target->y;
		o->vx = player->vx + BOMB_SPEED * 
			(player_target == player ? game_state.direction :
				player_target->tsd.reindeer.direction) + (j*3*game_state.direction);
		o->vy = player->vy;
		o->v = &present_vect;
		o->move = present_move;
		o->draw = draw_generic;
		o->destroy = generic_destroy_func;
		o->otype = OBJ_TYPE_PRESENT;
		add_target(o);
		o->color = GREEN;
		o->alive = 20;
	}
	if (randomn(100) < 30 && hohoho_time < timer) {
		wwviaudio_add_sound(HOHOHO);
		hohoho_time = timer + 60;
	} else if (randomn(100) < 30 && hohoho_time < timer) {
		wwviaudio_add_sound(HOHOHO_MERRY_XMAS);
		hohoho_time = timer + 60;
	}
	game_state.cmd_multiplier = 1;
}

void drop_gravity_bomb()
{
	int i, j;
	struct game_obj_t *o;

	if (game_state.nextgbombtime > timer)
		return;
	game_state.nextgbombtime = timer + (frame_rate_hz >> 2);

	/* Player drops cmd_multiplier bombs.  */
	for (j=0;j<game_state.cmd_multiplier;j++) {
		if (game_state.ngbombs == 0)
			return;
		game_state.ngbombs--;
	
		i = find_free_obj();
		if (i < 0)
			return;

		o = &game_state.go[i];
		o->last_xi = -1;
		o->x = player->x+(5 * game_state.direction);
		o->y = player->y;
		o->vx = player->vx + BOMB_SPEED * game_state.direction + (j*3*game_state.direction);
		o->vy = player->vy;
		o->v = NULL;
		o->move = gravity_bomb_move;
		o->draw = draw_generic;
		o->destroy = generic_destroy_func;
		o->otype = OBJ_TYPE_BOMB;
		add_target(o);
		o->color = WHITE;
		o->alive = 20;
		wwviaudio_add_sound(GRAVITYBOMB_SOUND);
	}
	game_state.cmd_multiplier = 1;
}

void player_draw(struct game_obj_t *o, GtkWidget *w)
{

	int i, countdir;
	double scale, scalefactor;

	if (player->tsd.epd.count == 0) /* normal case, just draw the player normally. */
		draw_generic(o, w);
	else {
		/* this is the insanity that makes the player "zoom" into the game */
		/* at the start of levels. */
		if (player->tsd.epd.count > 0) {
			scale = 1.07;
			scalefactor = 1.07;
			countdir = 1;
		} else {
			scale = 1.07;
			scalefactor = 1.07;
			countdir = -1;
		}

		/* Each frame, we draw a bunch of images of the player, each scaled */
		/* to a different size.  With each frame, the number of images reduces by 1.  */
		/* o->tsd.epd.count2 is this number of images. */
		/* o->tsd.epd.count is the number of frame iterations it takes to reduce */
		/* things down to normal. It's a bit funky, but it works. */
		for (i = 0; i<o->tsd.epd.count2; i++) {
			int j;
			int x1, y1, x2, y2;
			gdk_gc_set_foreground(gc, &huex[o->color]);
			for (j=0;j<o->v->npoints-1;j++) {
				if (o->v->p[j+1].x == LINE_BREAK) /* Break in the line segments. */
					j+=2;
				if (o->v->p[j].x == COLOR_CHANGE) {
					gdk_gc_set_foreground(gc, &huex[o->v->p[j].y]);
					j+=1;
				}
				x1 = o->x + o->v->p[j].x*scale - game_state.x;
				y1 = o->y + o->v->p[j].y*scale - game_state.y + (SCREEN_HEIGHT/2);  
				x2 = o->x + o->v->p[j+1].x*scale - game_state.x; 
				y2 = o->y + o->v->p[j+1].y*scale+(SCREEN_HEIGHT/2) - game_state.y;
				wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
			}
			scale = scale * scalefactor;
		}
		o->tsd.epd.count2 += countdir;
		if (o->tsd.epd.count2 == 0 && countdir == -1)
			o->tsd.epd.count = 0;
		if (o->tsd.epd.count != 0 && o->tsd.epd.count2 == o->tsd.epd.count && countdir == 1)
			o->tsd.epd.count = 0;
	}
}

void xmas_player_draw(struct game_obj_t *o, GtkWidget *w)
{

	int i, countdir, x1, y1, x2, y2;
	double scale, scalefactor;

	if (o->tsd.epd.count == 0) {  /* normal case, just draw the player normally. */
		draw_generic(o, w);
		if (o->bullseye != NULL) {
			gdk_gc_set_foreground(gc, &huex[RED]);
			x1 = o->x - game_state.x;
			y1 = o->y - game_state.y + (SCREEN_HEIGHT/2);  
			x2 = o->bullseye->x - game_state.x;
			y2 = o->bullseye->y - game_state.y + (SCREEN_HEIGHT/2);  
			if (x1 > 0 && x1 < SCREEN_WIDTH && y1 < SCREEN_HEIGHT && y1 > 0) {
				wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
			}
		}
		if (o->tsd.reindeer.rudolph && (timer & 0x08)) { /* blink rudolph's nose. */
			x1 = o->x - game_state.x + (game_state.direction * 15);
			y1 = o->y - 4 -game_state.y +(SCREEN_HEIGHT/2);  
			y2 = y1 - 2;  
			x2 = x1 + game_state.direction;
			gdk_gc_set_foreground(gc, &huex[WHITE]);
			wwvi_draw_line(w->window, gc, x1, y1, x2, y1); 
			wwvi_draw_line(w->window, gc, x1, y2, x2, y2); 
			--y1;
			gdk_gc_set_foreground(gc, &huex[RED]);
			wwvi_draw_line(w->window, gc, x1, y1, x2, y1); 
		}
	} else {
		/* this is the insanity that makes the player "zoom" into the game */
		/* at the start of levels. */
		if (o->tsd.epd.count > 0) {
			scale = 1.07;
			scalefactor = 1.07;
			countdir = 1;
		} else {
			scale = 1.07;
			scalefactor = 1.07;
			countdir = -1;
		}

		/* Each frame, we draw a bunch of images of the player, each scaled */
		/* to a different size.  With each frame, the number of images reduces by 1.  */
		/* o->tsd.epd.count2 is this number of images. */
		/* o->tsd.epd.count is the number of frame iterations it takes to reduce */
		/* things down to normal. It's a bit funky, but it works. */
		for (i = 0; i<o->tsd.epd.count2; i++) {
			int j;
			int x1, y1, x2, y2;
			gdk_gc_set_foreground(gc, &huex[o->color]);
			for (j=0;j<o->v->npoints-1;j++) {
				if (o->v->p[j+1].x == LINE_BREAK) /* Break in the line segments. */
					j+=2;
				if (o->v->p[j].x == COLOR_CHANGE) {
					gdk_gc_set_foreground(gc, &huex[o->v->p[j].y]);
					j+=1;
				}
				x1 = o->x + o->v->p[j].x*scale - game_state.x;
				y1 = o->y + o->v->p[j].y*scale - game_state.y + (SCREEN_HEIGHT/2);  
				x2 = o->x + o->v->p[j+1].x*scale - game_state.x; 
				y2 = o->y + o->v->p[j+1].y*scale+(SCREEN_HEIGHT/2) - game_state.y;
				wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
			}
			scale = scale * scalefactor;
		}
		o->tsd.epd.count2 += countdir;
		if (o->tsd.epd.count2 == 0 && countdir == -1)
			o->tsd.epd.count = 0;
		if (o->tsd.epd.count != 0 && o->tsd.epd.count2 == o->tsd.epd.count && countdir == 1)
			o->tsd.epd.count = 0;
	}
}

static void add_stone_sound()
{
	int i;

	i = randomn(8);
	wwviaudio_add_sound_low_priority(STONEBANG1 + i);
}

static void add_metal_sound()
{
	int i;

	i = randomn(16);
	wwviaudio_add_sound_low_priority(METALBANG1 + i);
}

#if 0
static void corrosive_atmosphere_sound()
{
	static int nexttime = 0;

	/* Only allow this to enter the sound queue once per every 3 seconds */
	if (timer > nexttime) {
		nexttime = timer + frame_rate_hz*10;
		wwviaudio_add_sound(CORROSIVE_SOUND);
	}
}
#endif

static void ground_smack_sound()
{
	static int nexttime = 0;

	/* Only allow this to enter the sound queue once per every 3 seconds */
	if (timer > nexttime) {
		nexttime = timer + frame_rate_hz*3;
		wwviaudio_add_sound(GROUND_SMACK_SOUND);
		wwviaudio_add_sound(OWMYSPINE_SOUND);
	}
}

/* For automatically moving the player in "attract mode." */
void autopilot()
{
	int i;

	autopilot_mode = 1;
	for (i=0;i<TERRAIN_LENGTH;i++) {
		/* adjust player's vy to make him move towards a desired altitude. */
		/* which is MIN_ALT above the section of ground 100 units ahead of */
		/* the player */
		if (terrain.x[i] - player->x > 100 && (terrain.x[i] - player->x) < 300) {
			if (terrain.y[i] - player->y > MAX_ALT) {
				player->vy += 1;
				if (player->vy > 9)
					player->vy = 9;
			} else if (terrain.y[i] - player->y < MIN_ALT) {
				player->vy -= 1;
				if (player->vy < -9)
				player->vy = -9;
			} else if (player->vy > 0) player->vy--;
			else if (player->vy < 0) player->vy++;
			break;
		}
		/* keep moving */
		if (player->vx < PLAYER_SPEED)
			player->vx++; 
	}
	if (randomn(40) < 4)	/* fire laser randomly */
		player_fire_laser();
	if (randomn(100) < 2)	/* drop bombs randomly */
		drop_bomb();
}

void set_player_vect()
{
	if (!xmas_mode) {  
		player->v = (game_state.direction == 1) ? 
			&player_vect : 
			&left_player_vect;
		return;
	}

	if (game_state.direction == 1) {
		if (timer & 0x8)
			player->v = &player_vect;
		else
			player->v = &reindeer2_vect;
		return;
	}

	if (timer & 0x8)
		player->v = &left_player_vect;
	else
		player->v = &left_reindeer2_vect;
	return;
}

int new_high_score(int newscore);
void no_draw(struct game_obj_t *o, GtkWidget *w);
void player_move(struct game_obj_t *o)
{
	int deepest, i;
	static int was_healthy = 1; /* notice this is static. */
	o->x += o->vx; /* move him... */
	o->y += o->vy;

	if (game_state.health > 0) {
		if (credits > 0 && o->vy > 0) /* damp y velocity. */
			o->vy--;
		if (credits > 0 && o->vy < 0)
			o->vy++;
		was_healthy = 1;
	} else if (was_healthy) { /* has player _just_ died, just this frame? */
		was_healthy = 0;  /* remember he's died, for next time. */

		/* force 10 secs to elapse before another quarter can go in. */
		next_quarter_time = timer + (frame_rate_hz * 10);

		/* drop humans */
		for (i=0;i<level.nhumanoids;i++) {
			if (human[i]->tsd.human.picked_up &&
				human[i]->tsd.human.abductor == player) {
				human[i]->tsd.human.picked_up = 0;
				human[i]->tsd.human.abductor = NULL;
				human[i]->vx = player->vx + randomn(6)-3;
				human[i]->vy = player->vy + randomn(6)-3;
			}
		}

		player->move = bridge_move; /* bridge move makes the player fall. */
		bright_explosion(player->x, player->y, player->vx, player->vy,
			90, 350, 30); /* bunch of sparks. */
		player->draw = no_draw;				/* Make player invisible. */
		spray_debris(o->x, o->y, o->vx, o->vy, 70, o, 1);/* Throw hunks of metal around, */
		spray_debris(o->x, o->y, o->vx, o->vy, 50, o, 1);
		spray_debris(o->x, o->y, o->vx, o->vy, 30, o, 1);
		spray_debris(o->x, o->y, o->vx, o->vy, 15, o, 1);
		wwviaudio_add_sound(LARGE_EXPLOSION_SOUND);	/* and make a lot of noise */
		/* printf("decrementing lives %d.\n", game_state.lives); */
		game_state.lives--;				/* lost a life. */
		strcpy(textline[CREDITS].string, "");
		if (game_state.lives <= 0 || credits <= 0) { /* last life? */
			if (credits > 0) 
				credits--;			/* reduce credits */
			if (credits <= 0) {
				if (!autopilot_mode && 
					new_high_score(game_state.score) != MAXHIGHSCORES)
					timer_event = NEW_HIGH_SCORE_PRE_EVENT;
				else
					timer_event = GAME_ENDED_EVENT; /* game is over. */
				next_timer = timer + 30;
			} else {				/* game not over... */
				timer_event = READY_EVENT; 	/* back to beginning of level. */
				game_state.lives = 3;		/* 3 more lives, on next credit. */
				next_timer = timer + 60;	/* give them a little breather. */
			}
		} else {					/* same game, no new credit, no new lives */
			next_timer = timer + frame_rate_hz * 4;	/* 4 sec breather */
			timer_event = READY_EVENT;		/* back to beginning of level. */
		}
	} 
	deepest = find_ground_level(player, NULL);

	/* if the player flies too slow, gravity starts pulling him down. */
	if (game_state.health <= 0) {
		if (deepest != GROUND_OOPS) {
			if (o->y < deepest) 
				o->vy+=1;
			else if (o->vx < 0)
				o->vx += 1;
			else if (o->vx > 0)
				o->vx -= 1;
		}
		
		if (o->vy > MAX_VY)
			o->vy = MAX_VY;
		if (was_healthy && !xmas_mode)
			explode(o->x-(13 * game_state.direction), o->y, -(7*game_state.direction), 0, 7, 10, 9);
	} else
		if (was_healthy && !xmas_mode)
			/* make some exhaust */
			explode(o->x-(13 * game_state.direction), o->y, -((abs(o->vx)+7)*game_state.direction), -o->vy, 10, 10, 9);

	/* Detect smashing into the ground */
	if (deepest != GROUND_OOPS && player->y >= deepest) {
		/* keep player from sinking through the ground. */
		player->y = deepest;
		if (abs(player->vy) > 7) 
			player->vy = -0.65 * abs(player->vy);
		else
			player->vy = 0;
		if (player->vy < -15) {
			player->vy = -15;
		}

		/* if player smacks the ground too hard, sparks, noise, damage ensue. */
		if (abs(player->vx) > 5 || abs(player->vy) > 5) {
			ground_smack_sound();
			do_strong_rumble();
			explode(player->x, player->y, player->vx*1.5, 1, 20, 20, 15);
			game_state.health -= 4 - player->vy * 0.3 -abs(player->vx) * 0.1;
			player->vy = -5;
			player->vx = player->vx >> 1;
		}
	}

	/* Detect smashing into sides and roof, similar to above ground detecting code */
	if (player->y < KERNEL_Y_BOUNDARY) {
		player->y = KERNEL_Y_BOUNDARY + 10;
		if (abs(player->vy) > 7) 
			player->vy = 0.65 * abs(player->vy);
		else
			player->vy = 0;
		player->vx = 0.65 * player->vx;
		if (player->vy > 15)
			player->vy = 15;
		if (abs(player->vx) > 5 || abs(player->vy) > 5) {
			ground_smack_sound();
			do_strong_rumble();
			explode(player->x, player->y, player->vx*1.5, 1, 20, 20, 15);
			game_state.health -= 4 - player->vy * 0.3 -abs(player->vx) * 0.1;
		}
	}
	if (player->x < 0) {
		ground_smack_sound();
		do_strong_rumble();
		explode(player->x, player->y, player->vx*1.5, 1, 20, 20, 15);
		game_state.health -= 4 - player->vy * 0.3 -abs(player->vx) * 0.1;
		player->x = 20;
		player->vx = 5;
	} else if (player->x > terrain.x[TERRAIN_LENGTH - 1]) {
		ground_smack_sound();	
		do_strong_rumble();
		explode(player->x, player->y, player->vx*1.5, 1, 20, 20, 15);
		game_state.health -= 4 - player->vy * 0.3 -abs(player->vx) * 0.1;
		player->x = terrain.x[TERRAIN_LENGTH - 1] - 20;
		player->vx = -5;
	}

	/* This stuff is to make the viewport track the player */
	/* if he's facing right, then the viewport puts him at 1/3 */
	/* the way across the screen, if left, then 2/3rds across the */
	/* screen.  If he switches direction, the transition is not abrupt */
	/* instead the velocity of the viewport is adjusted relative to the */
	/* player's velocity so that the viewport and player kind of slide */
	/* relative to one another to get the viewport in the right place. */
	if (game_state.direction == 1) {
		if (player->x - game_state.x > SCREEN_WIDTH/3) {
			/* going off screen to the right... rein back in */
			/* game_state.x = player->x - 2*SCREEN_WIDTH/3; */
			game_state.vx = player->vx + 7;
		} else {
			game_state.x = player->x - SCREEN_WIDTH/3;
			game_state.vx = player->vx;
		}
	} else {
		if (player->x - game_state.x < 2*SCREEN_WIDTH/3) {
		/* going off screen to the left... rein back in */
			game_state.vx = player->vx - 7;
		} else {
			game_state.x = player->x - 2*SCREEN_WIDTH/3;
			game_state.vx = player->vx;
		}
	}

	/* This is the y-axis viewport tracking... */
	if (player->vy < 0) {
		/* moving up... */	
		if (player->y - game_state.y - SCREEN_HEIGHT/2  < -3*SCREEN_HEIGHT/8) {
			/* are we above 1/4th the way from the bottom of screen...? */
			/* scoot the viewport up to reveal more of what's above */
			game_state.vy = player->vy - 3;
		} else {
			/* leave the player 3/4s the way down the screen */
			game_state.y = player->y + 3*SCREEN_HEIGHT/8 - SCREEN_HEIGHT/2;
			game_state.vy = player->vy;
		}
	} else if (player->vy > 0) {
		/* moving down... */
		if (player->y - game_state.y - SCREEN_HEIGHT/2 > -5*SCREEN_HEIGHT/8) {
			/* are we below 1/4th the way from top of screen...? */
			/* scoot the viewport down to reveal more of what's below */
			game_state.vy = player->vy + 3;
		} else {
			/* leave the viewport 1/4th of the way down the screen */
			game_state.y = player->y + 5*SCREEN_HEIGHT/8 - SCREEN_HEIGHT/2;
			game_state.vy = player->vy;
		}
	} else {
		game_state.vy = 0;
		/* are we above 1/4th the way from top of screen...? */
		/* scoot the viewport to keep the viewport on screen */
		if (player->y - game_state.y - SCREEN_HEIGHT/2 < -5*SCREEN_HEIGHT/8)
			game_state.y = 5*SCREEN_HEIGHT/8 - SCREEN_HEIGHT/2 + player->y;
		else
			/* are we below 1/4th the way from the bottom of screen...? */
			/* scoot the viewport to keep the player on screen */
			if (player->y - game_state.y - SCREEN_HEIGHT/2  > -3*SCREEN_HEIGHT/8)
				game_state.y = 3*SCREEN_HEIGHT/8 - SCREEN_HEIGHT/2 + player->y;
	}

	/* Check to see if radar is fritzed, or unfritzed. */
	if (game_state.health > RADAR_FRITZ_HEALTH) {
		if (game_state.radar_state == RADAR_FRITZED) {
			game_state.radar_state = RADAR_BOOTUP;
		}
	} else if (game_state.health <= RADAR_FRITZ_HEALTH) {
		if (game_state.radar_state != RADAR_FRITZED) {
			game_state.radar_state = RADAR_FRITZED;
			wwviaudio_add_sound(RADAR_FAIL);
		}
	}

	/* Autopilot, "attract mode", if credits <= 0 */
	if (credits <= 0) {
		autopilot();
		/* If two minutes pass with no user intaraction, shut the hell up. */
		if (timer > last_user_input_time + 30*120) {
			if (!user_inaction_audio_pause) {
				wwviaudio_silence_sound_effects();
				wwviaudio_silence_music();
				user_inaction_audio_pause = 1;
			}
		} else if (user_inaction_audio_pause) {
			last_user_input_time = timer;
			user_inaction_audio_pause = 0;
			if (game_state.sound_effects_on)
				wwviaudio_resume_sound_effects();
			wwviaudio_resume_music();
		}
		if (!destiny_facedown && timer > destiny_facedown_timer2 &&
			timer_event != NEW_HIGH_SCORE_EVENT &&
			timer_event != NEW_HIGH_SCORE_PRE_EVENT &&
			timer_event != NEW_HIGH_SCORE_PRE2_EVENT ) {

			wwviaudio_cancel_all_sounds();
			game_state.sound_effects_on = 0;
			wwviaudio_silence_sound_effects();
			wwviaudio_play_music(DESTINY_FACEDOWN);
			destiny_facedown = 1;
			destiny_facedown_timer1 = timer + (frame_rate_hz * 46);
			destiny_facedown_timer2 = timer + (frame_rate_hz * 3*30);
		}
		if (destiny_facedown && timer > destiny_facedown_timer1) {
			destiny_facedown = 0;
			if (!game_state.sound_effects_manually_turned_off) {
				game_state.sound_effects_on = 1;
				if (!user_inaction_audio_pause)
					wwviaudio_resume_sound_effects();
			}
		}
	}
	set_player_vect();
}

void bounce(int *vx, int *vy, int slope, double bouncefactor)
{

	/* When flaming hunks of debris from an explosion hit the ground, they bounce. */

	/* thought about doing the whole "find the normal, calculate a reflected angle */
	/* thing, but then I figured, what's bouncing is flaming hunks of metal wreckage */
	/* a simpler, faster algorithm with a bit of randomness thrown in will work just */
	/* as well.  Might have a bit too much bounciness in this algorithm, may want to */
	/* damp it just a bit. */

	if (slope > 25) {
		*vx = (*vx * bouncefactor) + (randomn(7));  /* bounce a bit to the right */
		*vy = -(*vy * bouncefactor); 
	} else if (slope < -25) {
		*vx = (*vx * bouncefactor) - (randomn(7));  /* bounce a bit to the left */
		*vy = -(*vy * bouncefactor); 
	} else {
		*vy = -(*vy * bouncefactor); 
		*vx = (*vx * bouncefactor) + (randomn(10)-6); /* bounce a bit left or right */
	}
	
	return;	
}

void bridge_move(struct game_obj_t *o) /* move bridge pieces when hit by bomb */
{
	int deepest;
	int slope = 0;

	o->x += o->vx;
	o->y += o->vy;
	o->vy++;		/* gravity */
	if (o->alive >1)	/* don't age all the way down to one, stop at 2. */
		age_object(o);

	/* Detect smashing into the ground */
	deepest = find_ground_level(o, &slope);
	if (deepest == GROUND_OOPS)
		return;

	if (o->otype == OBJ_TYPE_DEBRIS) {
		/* debris doesn't last forever, and disappears when age == 2. */
		if  (o->alive == 2) {
			remove_target(o);
			kill_object(o);	
		}
		/* flying debris will throw sparks for 4 seconds or until it hits the ground. */
		if (o->alive > frame_rate_hz*4 || o->y < deepest-2) 
			explode(o->x, o->y, 0, 0, 16, 3, 10);
	}		

	/* hit the ground? */
	if (o->y >= deepest) {
		/* if it's falling pretty fast, then bounce, taking slope into account... */
		if (o->vy > 4) {
			o->y = deepest-2;
			if (o->vy > 12 && o->otype == OBJ_TYPE_DEBRIS && abs(o->x - player->x) < 800) {
				if (o->tsd.debris.debris_type == DEBRIS_TYPE_METAL) /* metal? */
					add_metal_sound();
				else
					add_stone_sound();
			}
			bounce(&o->vx, &o->vy, slope, 0.3);
		} else {
			/* hit the ground, no bounce, stop. */
			o->y = deepest;
			o->vx = 0;
			o->vy = 0;

			/* But slide downhill if it's steep... */
			if (slope > 25 && o->alive > 1) {
				o->vx = 3;
				o->vy += 1;
			} else if (slope < -25 && o->alive > 1) {
				o->vx = -3;
				o->vy += 1;
			}
		}
		if (o->alive == 1) {
			/* FIXME, does this ever execute?  I think maybe it doesn't. */
			o->move = NULL;
			o->radar_image = 0;
		}
	}
}

void no_move(struct game_obj_t *o)
{
	return;
}

void laser_draw(struct game_obj_t *o,  GtkWidget *w)
{
	int x1, y1, x2;
	gdk_gc_set_foreground(gc, &huex[o->color]);
	x1 = o->x - game_state.x;
	y1 = o->y - game_state.y + (SCREEN_HEIGHT/2);  

	if (o->vx > 0)
		x2 = x1 - (15) * (21 - o->alive);
	else
		x2 = x1 + (15) * (21 - o->alive);
	wwvi_bright_line(w->window, gc, x1, y1, x2, y1, o->color);

#if DEBUG_HITZONE
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	wwvi_draw_line(w->window,gc, x1, y1 - LASER_Y_PROXIMITY, x1, y1 + LASER_Y_PROXIMITY);
	wwvi_draw_line(w->window,gc, x2, y1 - LASER_Y_PROXIMITY, x2, y1 + LASER_Y_PROXIMITY);
#endif
}

static inline int laser_hit_target(struct game_obj_t *laser, struct game_obj_t *target)
{
	if (laser->vx > 0) {
		if (laser->x <= target->x || 
			laser->tsd.laser.tail_x >= target->x)
			return 0;
	} else {
		if (laser->x >= target->x || 
			laser->tsd.laser.tail_x <= target->x)
			return 0;
	}

	if (laser->y <= target->y + target->above_target_y || 
		laser->y >= target->y + target->below_target_y) 
		return 0;
	return 1;
}

void laser_move(struct game_obj_t *o)
{
	struct game_obj_t *t, *next;
	int removed;
	int addpilot = 0;
	int pilotx, piloty, pilotvx, pilotvy;

	pilotx = piloty = pilotvx = pilotvy = 0;
	if (!o->alive)
		return;
	o->x += o->vx;
	o->y += o->vy;
	if (o->vx > 0)
		o->tsd.laser.tail_x = o->x - (15) * (21 - o->alive);
	else
		o->tsd.laser.tail_x = o->x + (15) * (21 - o->alive);

	/* search the list of potential targets and see if we've hit anything. */
	for (t=target_head;t != NULL;) {
		if (!t->alive) {
			t = t->next;
			continue;
		}
		removed = 0;
		switch (t->otype) {
			case OBJ_TYPE_SHIP:
			case OBJ_TYPE_AIRSHIP:
				if (abs(o->x - t->x) < 3*60 &&	/* hit a blimp or clipper ship? */
					o->y - t->y <= -30 &&
					o->y - t->y > -50*3) {
					if (t->tsd.airship.pressure < 40)
						t->tsd.airship.pressure += 2;
					explode(o->x, o->y, o->vx/2, 1, 70, 20, 20); /* make sparks */
					kill_object(o);		/* get rid of laser beam object. */
					o->destroy(o);
					t->alive -= PLAYER_LASER_DAMAGE;	/* damage enemy */
					if (t->alive <= 0) {			/* killed him? */
						kill_tally[t->otype]++;
						next = remove_target(t);
						kill_object(t);
						t->destroy(t);
						bright_explosion(t->x, t->y, t->vx, 1, 70, 50, 20);
						bright_explosion(t->x-50, t->y, t->vx, 1, 70, 25, 20);
						bright_explosion(t->x+50, t->y, t->vx, 1, 70, 25, 20);
						bright_explosion(t->x-100, t->y, t->vx, 1, 70, 25, 20);
						bright_explosion(t->x+100, t->y, t->vx, 1, 70, 25, 20);
						spray_debris(t->x, t->y, t->vx, t->vy, 30, t, 1);
						wwviaudio_add_sound(LASER_EXPLOSION_SOUND);
						t = next;
						removed = 1;
					}
				}
				break;
			case OBJ_TYPE_JET:
			case OBJ_TYPE_BIG_ROCKET:
			case OBJ_TYPE_ROCKET:
			case OBJ_TYPE_HARPOON:
			case OBJ_TYPE_GDB:
			case OBJ_TYPE_CRON:
			case OBJ_TYPE_OCTOPUS:
			case OBJ_TYPE_FUEL:
			case OBJ_TYPE_JAMMER:
			case OBJ_TYPE_GUN:
			case OBJ_TYPE_KGUN:
			case OBJ_TYPE_BOMB:
			case OBJ_TYPE_SAM_STATION:
			case OBJ_TYPE_TRUSS:
			case OBJ_TYPE_JETPILOT:
			case OBJ_TYPE_MISSILE:{

				if (!laser_hit_target(o,t))
					break;

				if (t->uses_health) {
					t->health.health--;
					if (t->health.health > 0) {
						/* throw a few sparks... */
						explode(t->x, t->y, t->vx, t->vy, 26, 10, 10);
						break;
					}
				}

				disconnect_any_attached_gun(t);

				if (t->otype == OBJ_TYPE_TRUSS)
					truss_cut_loose_whats_below(t, NULL);
				if (t->otype == OBJ_TYPE_JET || t->otype == OBJ_TYPE_GDB) {
					addpilot = 1;
					pilotx = t->x;
					piloty = t->y;
					pilotvx = t->vx;
					pilotvy = t->vy - 20;
				}
				if (t->otype == OBJ_TYPE_JET &&
					(randomn(100) < 50)) {
					/* half the time, jets will drop out */
					/* of the sky like a bomb when hit, instead of */
					/* exploding. */
					wwviaudio_add_sound(LASER_EXPLOSION_SOUND);
					explosion(t->x, t->y, t->vx, 1, 70, 150, 20);
					t->move = bomb_move;
					t->tsd.bomb.bank_shot_factor = 1;
					break;
				}
				if (score_table[t->otype] != 0) {
					game_state.score += (score_table[t->otype]);
					add_score_floater(t->x, t->y, score_table[t->otype]);
				}
				kill_tally[t->otype]++;
				wwviaudio_add_sound(LASER_EXPLOSION_SOUND);
				explosion(t->x, t->y, t->vx, 1, 70, 150, 20);
				spray_debris(t->x, t->y, t->vx, t->vy, 70, t, 1);
				next = remove_target(t);
				kill_and_debris_object(t);
				/* if (t->otype == OBJ_TYPE_FUEL) {
					game_state.health += 10;
					if (game_state.health > game_state.max_player_health)
						game_state.health = game_state.max_player_health;
				} */
				t->destroy(t);
				t = next;
				removed = 1;
				kill_object(o);
				o->destroy(o);
			}
			break;
			case OBJ_TYPE_WORM:
				if (!laser_hit_target(o, t))
					break;
				explode(t->x, t->y, t->vx, 1, 70, 10, 20);
				/* cut the worm in half where it's hit. */
				/* Disconnect the top half: */
				if (t->tsd.worm.parent) {
					struct game_obj_t *parent;
					parent = t->tsd.worm.parent;

					parent->tsd.worm.child = NULL;
					if (parent->tsd.worm.parent == NULL) { /* just a head? */
						remove_target(parent);
						kill_object(parent);
						parent->destroy(parent);
						explosion(t->x, t->y, t->vx, 1, 70, 25, 20);
						spray_debris(t->x, t->y, t->vx, t->vy, 70, t, 1);
					}
					t->tsd.worm.parent->tsd.worm.child = NULL;
				}
			
				/* Disconnect the bottom half */
				if (t->tsd.worm.child) {
					/* make new head become autonomous ... see worm_move() */
					struct game_obj_t *child;

					child = t->tsd.worm.child;

					child->tsd.worm.parent = NULL;
					child->tsd.worm.tx = child->x;
					child->tsd.worm.ty = child->y;
					child->tsd.worm.ltx = child->x;
					child->tsd.worm.lty = child->y;

					if (child->tsd.worm.child == NULL) {	
						remove_target(child);
						kill_object(child);
						child->destroy(child);
						explosion(t->x, t->y, t->vx, 1, 70, 25, 20);
						spray_debris(t->x, t->y, t->vx, t->vy, 70, t, 1);
					}
				}

				/* blow away the segment we just hit. */
				wwviaudio_add_sound(LASER_EXPLOSION_SOUND);

				next = remove_target(t);
				kill_object(t);
				t->destroy(t);
				t = next;
				removed = 1;
				kill_object(o);
				o->destroy(o);
				break;
			default:
				break;
		}
		/* careful, if we removed something, next == current */
		if (!removed)
			t=t->next;
	}
	if (o->alive)
		age_object(o);
	if (addpilot)
		add_pilot(pilotx, piloty, pilotvx, pilotvy);
}

void move_obj(struct game_obj_t *o)
{
	o->x += o->vx; /* generic move function */
	o->y += o->vy;
}

void bright_spark_draw(struct game_obj_t *o, GtkWidget *w)
{
	int x1, y1, x2, y2;

	/* draw sparks using their velocities as offsets. */
	x2 = o->x - game_state.x; 
	if (x2 < 0 || x2 > SCREEN_WIDTH)
		return;

	x1 = x2 + o->vx;
	if (x1 < 0 || x1 > SCREEN_WIDTH)
		return;

	y2 = o->y + (SCREEN_HEIGHT/2) - game_state.y;
	y1 = y2 + o->vy;
	wwvi_bright_line(w->window, gc, x1, y1, x2, y2, o->color);
}

void spark_draw(struct game_obj_t *o, GtkWidget *w)
{
	int x1, y1, x2, y2;

	/* draw sparks using their velocities as offsets. */
	x2 = o->x - game_state.x; 
	if (x2 < 0 || x2 > SCREEN_WIDTH)
		return;

	x1 = x2 + o->vx;
	if (x1 < 0 || x1 > SCREEN_WIDTH)
		return;

	y2 = o->y + (SCREEN_HEIGHT/2) - game_state.y;
	y1 = y2 + o->vy;
	gdk_gc_set_foreground(gc, &huex[o->color]);
	wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
}

void pixie_dust_draw(struct game_obj_t *o, GtkWidget *w)
{
	int x1, y1, x2, y2;

	x2 = o->x - game_state.x; 
	if (x2 < 0 || x2 > SCREEN_WIDTH)
		return;
	x1 = x2 + randomn(4);
	if (x1 < 0 || x1 > SCREEN_WIDTH)
		return;
	y2 = o->y + (SCREEN_HEIGHT/2) - game_state.y;
	y1 = y2 + randomn(4);
	gdk_gc_set_foreground(gc, &huex[o->color]);
	wwvi_draw_line(w->window, gc, x1, y1, x2, y2);
}

void laserbolt_draw(struct game_obj_t *o, GtkWidget *w)
{
	int x1, y1, x2, y2, dx, dy;

	/* very much like sparks... */
	x2 = o->x - game_state.x; 
	if (x2 < 0 || x2 > SCREEN_WIDTH)
		return;

	x1 = x2 - o->vx;
	if (x1 < 0 || x1 > SCREEN_WIDTH)
		return;

	y2 = o->y + (SCREEN_HEIGHT/2) - game_state.y;
	y1 = y2 - o->vy;
	dx = abs(x1-x2);
	dy = abs(y1-y2);

	wwvi_bright_line(w->window, gc, x1, y1, x2, y2, o->color);
}

void missile_draw(struct game_obj_t *o, GtkWidget *w)
{
	int x1, y1;
	int dx, dy;
	int rdx, rdy, rdx2, rdy2;

	/* similar to sparks, but with a constant length.  Offsets are precomputed */
	x1 = o->x - game_state.x;
	y1 = o->y - game_state.y + (SCREEN_HEIGHT/2);  
	dx = dx_from_vxy(o->vx, o->vy);
	dy = -dy_from_vxy(o->vx, o->vy);
	rdx = -dy / 16;
	rdy = dx / 16;
	rdx2 = -dy / 4;
	rdy2 = dx / 4;
	gdk_gc_set_foreground(gc, &huex[o->color]);
	if (x1 > 0 && x1+dx*2 > 0 && x1 < SCREEN_WIDTH &&  x1+dx*2 < SCREEN_WIDTH) {
		wwvi_draw_line(w->window, gc, x1+rdx, y1+rdy, x1+dx*2+rdx, y1+dy*2+rdy); 
		wwvi_draw_line(w->window, gc, x1-rdx, y1-rdy, x1+dx*2-rdx, y1+dy*2-rdy); 
		wwvi_draw_line(w->window, gc, x1+dx*2+rdx, y1+dy*2+rdy, x1+dx*2-rdx, y1+dy*2-rdy); 
		wwvi_draw_line(w->window, gc, x1-rdx2, y1-rdy2, x1+rdx2, y1+rdy2); 
		wwvi_draw_line(w->window, gc, x1-rdx2, y1-rdy2, x1+(dx/2), y1+(dy/2)); 
		wwvi_draw_line(w->window, gc, x1+rdx2, y1+rdy2, x1+(dx/2), y1+(dy/2)); 
	}
}

void harpoon_draw(struct game_obj_t *o, GtkWidget *w)
{
	int x1, y1, x2, y2;
	int dx, dy;

	/* exactly like missiles, used to have a line back to the gdb which */
	/* fired the missile... but I didn't really like it, so commented it out. */
	x1 = o->x - game_state.x;
	y1 = o->y - game_state.y + (SCREEN_HEIGHT/2);  
	x2 = o->tsd.harpoon.gdb->x - game_state.x;
	y2 = o->tsd.harpoon.gdb->y - game_state.y + (SCREEN_HEIGHT/2);  
	dx = dx_from_vxy(o->vx, o->vy);
	dy = -dy_from_vxy(o->vx, o->vy);
	gdk_gc_set_foreground(gc, &huex[o->color]);
	wwvi_draw_line(w->window, gc, x1, y1, x1+dx, y1+dy); 
	/* if (o->tsd.harpoon.gdb->alive && o->tsd.harpoon.gdb->otype == OBJ_TYPE_GDB) {
		x2 = o->tsd.harpoon.gdb->x - game_state.x;
		y2 = o->tsd.harpoon.gdb->y - game_state.y + (SCREEN_HEIGHT/2);  
		wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
	} */
}

void reindeer_move(struct game_obj_t *o)
{
	int dx, dy, direction;
	int dvx, dvy, vx, vy;
	struct my_vect_obj *left = NULL;
	struct my_vect_obj *right = NULL;


	/* Find out which direction the reindeer ahead of us is facing */
	if (o->bullseye == player) {
		direction = game_state.direction;
		if (timer & 0x8) {
			right = &player_vect;
			left = &left_player_vect;
		} else {
			right = &reindeer2_vect;
			left = &left_reindeer2_vect;
		}
	} else {
		direction = o->bullseye->tsd.reindeer.direction;
		if (o->tsd.reindeer.sleigh) {
			right = &sleigh_vect;
			left = &left_sleigh_vect;
			explode_pixie_dust(o->x-(13 * direction), o->y, -(7*direction), 0, 7, 3, 30 + randomn(15));
		} else {
			if (timer & 0x8) {
				right = &player_vect;
				left = &left_player_vect;
			} else {
				right = &reindeer2_vect;
				left = &left_reindeer2_vect;
			}
			/* right = &player_vect; */
			/* left = &left_player_vect; */
		}
	}

	/* Calculate desired position */
	dx = o->bullseye->x -direction * 20;
	dy = o->bullseye->y;

	dvx = dx - o->x;
	dvy = dy - o->y;

	if (abs(dvx) < 4)
		vx = dvx;
	else
		vx = (dvx >> 1);
	if (abs(dvy) < 4)
		vy = dvy;
	else
		vy = (dvy >> 1);

	if (vx < -MAX_VX*2)
		vx = -MAX_VX*2;
	else if (vx > MAX_VX*2)
		vx = MAX_VX*2;

	if (vy < -MAX_VY*2)
		vy = -MAX_VY*2;
	else if (vy > MAX_VY*2)
		vy = MAX_VY*2;

	if (direction > 0) {
		if (o->x < o->bullseye->x - 10) {
			o->v = right;
			o->tsd.reindeer.direction = 1;
		} else {
			o->v = left;
			o->tsd.reindeer.direction = -1;
		}
	} else {
		if (o->x > o->bullseye->x + 10) {
			o->v = left;
			o->tsd.reindeer.direction = -1;
		} else {
			o->v = right;
			o->tsd.reindeer.direction = 1;
		}
	}

	o->x += vx;
	o->y += vy;
}

void missile_move(struct game_obj_t *o)
{
	struct game_obj_t *target_obj;
	int dx, dy, desired_vx, desired_vy;
	int exvx,exvy,deepest;

	/* move one step... */
	o->x += o->vx;
	o->y += o->vy;

	/* detect smashing into the ground. */	
	deepest = find_ground_level(o, NULL);
	if (deepest != GROUND_OOPS && o->y > deepest) {
		wwviaudio_add_sound(ROCKET_EXPLOSION_SOUND);
		explosion(o->x, o->y, o->vx, o->vy, 70, 150, 20);
		remove_target(o);
		kill_object(o);
		o->destroy(o);
		return;
	}

	/* missiles don't last forever... when they run out of fuel, they explode. */
	age_object(o);
	if (o->alive <= 0) { 
		wwviaudio_add_sound(ROCKET_EXPLOSION_SOUND);
		explosion(o->x, o->y, o->vx, o->vy, 70, 150, 20);
		remove_target(o);
		kill_object(o);
		o->destroy(o);
		return;
	}

	/* Figure out where we're trying to go, dx,dy */
	target_obj = o->bullseye;
	if (target_obj == player_target) {
		/* this is so we know to sound the alarm. */
		game_state.missile_locked = 1; 
		/* printf("mlock1\n"); */
	}
	dx = target_obj->x + target_obj->vx - o->x;
	dy = target_obj->y + target_obj->vy - o->y;

	/* have we hit the target? */
	if ((abs(dx) < MISSILE_PROXIMITY) && (abs(dy) < MISSILE_PROXIMITY)) {
		/* We've hit the target */
		if (player_target == o->bullseye) {
			game_state.health -= MISSILE_DAMAGE;
			do_strong_rumble();
		} else
			target_obj->alive -= MISSILE_DAMAGE;
		remove_target(o);
		kill_object(o);
		/* target_obj->alive -= MISSILE_DAMAGE; */
		if (target_obj->alive <= 0)
			kill_object(target_obj);
		wwviaudio_add_sound(ROCKET_EXPLOSION_SOUND);
		explosion(o->x, o->y, o->vx, o->vy, 70, 150, 20);
		o->destroy(o);
		return;
	}

	/* by similar triangles, find desired vx/vy from dx/dy... */
	if (abs(dx) < abs(dy)) {
		desired_vy = ((dy < 0) ? -1 : 1 ) * MAX_MISSILE_VELOCITY;
		if (dy != 0)
			desired_vx = desired_vy * dx / dy;
		else /* shouldn't happen */
			desired_vx = ((dx < 0) ? -1 : 1 ) * MAX_MISSILE_VELOCITY;
	} else {
		desired_vx = ((dx < 0) ? -1 : 1 ) * MAX_MISSILE_VELOCITY;
		if (dx != 0)
			desired_vy = desired_vx * dy / dx;
		else /* shouldn't happen */
			desired_vy = ((dy < 0) ? -1 : 1 ) * MAX_MISSILE_VELOCITY;
	}

	/* Adjust velocity towards desired vx,vy, but, only once every other clock tick */
	if ((timer & 0x3) != 0) {
		if (o->vx < desired_vx)
			o->vx++;
		else if (o->vx > desired_vx)
			o->vx--;
		if (o->vy < desired_vy)
			o->vy++;
		else if (o->vy > desired_vy)
			o->vy--;

		/* keep missile from going too slow. */
		if ((abs(o->vx) + abs(o->vy)) < (MAX_MISSILE_VELOCITY - 10)) {
			if (abs(dx) < abs(dy)) {
				if (o->vx < 0)
					o->vx -= 2;
				else
				   o->vx +=2;
			} else {
				if (o->vy < 0)
					o->vy -= 2;
				else
					o->vy +=2;
			}
		}
	}

	/* make some exhaust sparks. */
	exvx = -dx_from_vxy(o->vx, o->vy) + randomn(2)-1;
	exvy = dy_from_vxy(o->vx, o->vy) + randomn(2)-1;
	explode(o->x, o->y, exvx, exvy, 4, 8, 9);
}

void harpoon_move(struct game_obj_t *o)
{
	struct game_obj_t *target_obj;
	int dx, dy, desired_vx, desired_vy;
	int exvx,exvy,deepest;

	/* this is exactly like the missile code above. */
	/* Was trying to make the gdb's have a different weapon */
	/* but for now, it's just missiles. */

	/* move one step... */
	o->x += o->vx;
	o->y += o->vy;
	
	/* detect smashing into the ground. */	
	deepest = find_ground_level(o, NULL);
	if (deepest != GROUND_OOPS && o->y > deepest) {
		wwviaudio_add_sound(ROCKET_EXPLOSION_SOUND);
		explosion(o->x, o->y, o->vx, o->vy, 70, 150, 20);
		remove_target(o);
		kill_object(o);
		o->destroy(o);
		return;
	}

	/* missiles don't last forever... when they run out of fuel, they explode. */
	age_object(o);
	if (o->alive <= 0) { 
		wwviaudio_add_sound(ROCKET_EXPLOSION_SOUND);
		explosion(o->x, o->y, o->vx, o->vy, 70, 150, 20);
		remove_target(o);
		kill_object(o);
		o->destroy(o);
		return;
	}

	/* Figure out where we're trying to go, dx,dy */
	target_obj = o->bullseye;
	if (target_obj == player_target) {
		/* this is so we know to sound the alarm. */
		game_state.missile_locked = 1;
		/* printf("mlock2\n"); */
	}
	dx = target_obj->x + target_obj->vx - o->x;
	dy = target_obj->y + target_obj->vy - o->y;

	/* have we hit the target? */
	if ((abs(dx) < MISSILE_PROXIMITY) && (abs(dy) < MISSILE_PROXIMITY)) {
		/* We've hit the target */
		if (player_target == o->bullseye) {
			do_strong_rumble();
			game_state.health -= MISSILE_DAMAGE;
		} else
			target_obj->alive -= MISSILE_DAMAGE;
		remove_target(o);
		kill_object(o);
		if (target_obj->alive <= 0)
			kill_object(target_obj);
		wwviaudio_add_sound(ROCKET_EXPLOSION_SOUND);
		explosion(o->x, o->y, o->vx, o->vy, 70, 150, 20);
		o->destroy(o);
		return;
	}

	/* by similar triangles, find desired vx/vy from dx/dy... */
	if (abs(dx) < abs(dy)) {
		desired_vy = ((dy < 0) ? -1 : 1 ) * MAX_MISSILE_VELOCITY;
		if (dy != 0)
			desired_vx = desired_vy * dx / dy;
		else /* shouldn't happen */
			desired_vx = ((dx < 0) ? -1 : 1 ) * MAX_MISSILE_VELOCITY;
	} else {
		desired_vx = ((dx < 0) ? -1 : 1 ) * MAX_MISSILE_VELOCITY;
		if (dx != 0)
			desired_vy = desired_vx * dy / dx;
		else /* shouldn't happen */
			desired_vy = ((dy < 0) ? -1 : 1 ) * MAX_MISSILE_VELOCITY;
	}

	/* Adjust velocity towards desired vx,vy, */
	/* unlike missiles -- every clock tick. */
	/* This might be a little too ferocious... */
	/* if ((timer % 2) == 0) { */
		if (o->vx < desired_vx)
			o->vx++;
		else if (o->vx > desired_vx)
			o->vx--;
		if (o->vy < desired_vy)
			o->vy++;
		else if (o->vy > desired_vy)
			o->vy--;
	/* } */

	/* make some exhaust sparks. */
	exvx = -dx_from_vxy(o->vx, o->vy) + randomn(2)-1;
	exvy = dy_from_vxy(o->vx, o->vy) + randomn(2)-1;
	explode(o->x, o->y, exvx, exvy, 4, 8, 9);
}

void bullet_move(struct game_obj_t *o)
{
	struct game_obj_t *target_obj;
	int dx, dy;
	int deepest;

	/* move one step... */
	o->x += o->vx;
	o->y += o->vy;

	/* bullets don't last forever... */
	age_object(o);	
	deepest = find_ground_level(o, NULL);
	if (o->alive <= 0 || (deepest != GROUND_OOPS && o->y > deepest)) {
		remove_target(o);
		kill_object(o);
		o->destroy(o);
		return;
	}

	/* Figure out where we were trying to go, dx,dy */
	target_obj = o->bullseye;
	dx = target_obj->x + target_obj->vx - o->x;
	dy = target_obj->y + target_obj->vy - o->y;

	/* throw some sparks. */
	explode(o->x, o->y, 0, 0, 10, 10, 10);

	/* did we hit? */
	if ((abs(dx) < BULLET_PROXIMITY) && (abs(dy) < BULLET_PROXIMITY)) {
		/* We've hit the target */
		if (player_target == o->bullseye) {
			game_state.health -= BULLET_DAMAGE;
			do_strong_rumble();
		} else
			target_obj->alive -= BULLET_DAMAGE;
		remove_target(o);
		kill_object(o);
		if (target_obj->alive <= 0)
			kill_object(target_obj);
		wwviaudio_add_sound(CLANG_SOUND);
		explosion(o->x, o->y, o->vx, o->vy, 70, 10, 10);
		o->destroy(o);
		return;
	}
}

static struct game_obj_t *add_generic_object(int x, int y, int vx, int vy,
	obj_move_func *move_func,
	obj_draw_func *draw_func,
	int color, 
	struct my_vect_obj *vect, 
	int target,  /* can this object be a target? hit by laser, etc? */
	char otype, 
	int alive)
{
	int j;
	struct game_obj_t *o;

	j = find_free_obj();
	if (j < 0)
		return NULL;
	o = &game_state.go[j];
	o->last_xi = -1; /* don't know, so use -1 at first, this gets fixed up later */
	o->x = x;
	o->y = y;
	o->vx = vx;
	o->vy = vy;
	o->move = move_func;
	o->draw = draw_func;
	o->destroy = generic_destroy_func;
	o->color = color;
	if (target)
		add_target(o);
	else {
		o->prev = NULL;
		o->next = NULL;
	}
	o->v = vect;
	o->otype = otype;
	o->alive = alive;
	o->bullseye = NULL;
	o->missile_timer = 0;
	o->counter = 0;
	o->radar_image = 0;
	o->above_target_y = - LASER_Y_PROXIMITY;
	o->below_target_y = LASER_Y_PROXIMITY;
	o->attached_gun = NULL;
	return o;
}

static void add_bullet(int x, int y, int vx, int vy, 
	int time, int color, struct game_obj_t *bullseye)
{
	int i;
	struct game_obj_t *o;

	i = find_free_obj();
	if (i<0)
		return;
	o = &game_state.go[i];
	o->x = x;
	o->y = y;
	o->vx = vx;
	o->vy = vy;
	o->move = bullet_move;
	o->draw = draw_generic;
	o->v = &bullet_vect;
	o->destroy = generic_destroy_func;
	o->bullseye = bullseye;
	add_target(o);
	o->otype = OBJ_TYPE_BULLET;
	o->color = color;
	o->alive = time;
	o->counter = 0;
}

static void add_missile(int x, int y, int vx, int vy, 
	int time, int color, struct game_obj_t *bullseye)
{
	int i;
	struct game_obj_t *o;

	i = find_free_obj();
	if (i<0)
		return;
	o = &game_state.go[i];
	o->last_xi = -1;
	o->x = x;
	o->y = y;
	o->vx = vx;
	o->vy = vy;
	o->move = missile_move;
	o->draw = missile_draw;
	o->destroy = generic_destroy_func;
	o->bullseye = bullseye;
	add_target(o);
	o->otype = OBJ_TYPE_MISSILE;
	o->color = color;
	o->alive = time;
	o->counter = 0;
}

static void add_harpoon(int x, int y, int vx, int vy, 
	int time, int color, struct game_obj_t *bullseye,
	struct game_obj_t *gdb)
{
	int i;
	struct game_obj_t *o;

	i = find_free_obj();
	if (i<0)
		return;
	o = &game_state.go[i];
	o->last_xi = -1;
	o->x = x;
	o->y = y;
	o->vx = vx;
	o->vy = vy;
	o->move = harpoon_move;
	o->draw = harpoon_draw;
	o->destroy = generic_destroy_func;
	o->bullseye = bullseye;
	add_target(o);
	o->otype = OBJ_TYPE_HARPOON;
	o->color = color;
	o->alive = time;
	o->counter = 0;
	o->tsd.harpoon.gdb = gdb;
}
void balloon_move(struct game_obj_t *o)
{
	int deepest;

	o->x += o->vx;
	o->y += o->vy;

	if (randomn(1000) < 5) {
		o->vx = randomab(1, 3) - 2;
		o->vy = randomab(1, 3) - 2;
	}

	deepest = find_ground_level(o, NULL);
	if (deepest != GROUND_OOPS && o->y > deepest - MIN_BALLOON_HEIGHT)
		o->vy = -1;
	else if (deepest != GROUND_OOPS && o->y < deepest - MAX_BALLOON_HEIGHT)
		o->vy = 1;
}

void floating_message_move(struct game_obj_t *o)
{

	/* this is a trivial move, if anything else needs this, factor it out */
	if (!o->alive)
		return;
	age_object(o);
	if (o->alive <= 0)
		o->destroy(o);
	o->x += o->vx;
	o->y += o->vy;
}

void symbol_move(struct game_obj_t *o) /* move bridge pieces when hit by bomb */
{
	int vx,vy;
	if (!o->alive)
		return;
	o->x += o->vx;
	o->y += o->vy;
	if ((timer % 80) == 1) {
		o->vx += randomab(1,4)-2;
		o->vy += randomab(1,4)-2;
	}
	if (abs(o->x - player->x) < 20 && abs(o->y - player->y) < 20) {
		vx = o->vx;
		vy = o->vy;
		o->vx = player->vx/2;
		o->vy = player->vy/2;
		player->vx -= vx/3;
		player->vy -= vy/3;
	}
	if (o->alive>0) {
		age_object(o);
		/* if (!o->alive) 
			remove_target(o); */
	} else
		o->destroy(o);
}

static void aim_vx_vy(struct game_obj_t *target, 
		struct game_obj_t *shooter,
		int v, int leadtime, 
		int *vx, int *vy);

static void flying_thing_shoot_missile(struct game_obj_t *o)
{
	int gambling, xdist, ydist;

	xdist = abs(o->x - player_target->x);
	ydist = abs(o->y - player_target->y);
	if (xdist < SAM_LAUNCH_DIST && ydist < SAM_LAUNCH_DIST) {
		if (xdist < SAM_LAUNCH_DIST/3)
			gambling = 4;
		else if (xdist < SAM_LAUNCH_DIST/2)
			gambling = 2;
		else
			gambling = 0;
		
		if (randomn(2000) < (SAM_LAUNCH_CHANCE+gambling) && timer >= o->missile_timer) {
			wwviaudio_add_sound(SAM_LAUNCH_SOUND);
			add_missile(o->x, o->y, 0, 0, 300, RED, player_target);
			o->missile_timer = timer + MISSILE_FIRE_PERIOD;
		}

		if (randomn(2000) < (SAM_LAUNCH_CHANCE*2+gambling)) {
			int vx, vy;
			aim_vx_vy(player_target, o, 28, 10, &vx, &vy);
			add_laserbolt(o->x, o->y, vx, vy, RED, 50);
			wwviaudio_add_sound(FLAK_FIRE_SOUND);
		}
	}
}

static void add_symbol(int c, int myfont, int x, int y, int vx, int vy, int time);
void flying_thing_move(struct game_obj_t *o)
{
	int deepest;

	o->x += o->vx;
	o->y += o->vy;

	/* keep it in bounds */
	if (o->x < 150)
		o->vx = 1;
	if (o->x > terrain.x[TERRAIN_LENGTH-1]-150)
		o->vx = -1;

	if (randomn(1000) < 5) {
		o->vx = randomab(1, 3) - 2;
		o->vy = randomab(1, 3) - 2;
	}

	deepest = find_ground_level(o, NULL);
	if (deepest != GROUND_OOPS && o->y > deepest - MIN_BALLOON_HEIGHT)
		o->vy = -1;
	else if (deepest != GROUND_OOPS && o->y < deepest - MAX_BALLOON_HEIGHT)
		o->vy = 1;
}

void airship_leak_lisp(struct game_obj_t *o)
{
	/* The airships have "memory leaks" in which they spew "lisp code" */
	/* out into core memory... */
	if ((timer % 8) && randomn(100) < 5 + (o->tsd.airship.pressure)) {
		if (randomlisp[o->counter] != ' ') /* skip putting out "space" objects. */
			add_symbol(randomlisp[o->counter], TINY_FONT, o->x + 70*3, o->y - 30*3, 
				o->vx+4, 0, 200);
		o->counter--;
		if (o->counter < 0)
			o->counter = strlen(randomlisp)-1;
	}
}

static void abs_xy_draw_string(GtkWidget *w, char *s, int font, int x, int y);

/* this is the text which scrolls up on the side of the blimp. */
char *blimp_message[] = {
"",
"",
"        vi vi vi...",
"",
"   The editor of the",
"",
"       B E A S T !",
"",
"",
"    MMMMMMMMMMMMMMMMMMMMM     ", /* Richard Stallman as ascii art. */
" MMMMMMMMMWX0dxxKNWMMMMMMMMM  ", /* Done from a copyright-free photo */
"MMMMMMMM0:   'xO0kdXMMMMMMMMM ", /* found on wikipedia run through gimp */
"MMMMMMX,   .,lONWMxokWMMMMMMMM", /* to adjust contrast, and then jp2a */
"MMMMM0.   .,:cx0NMWlllNMMMMMMM", /* to convert the jpeg to ascii. */
"MMMMN.     ..:,.;0WXcloKWMMMMM", /* It looks better with light text */
"MMMMO    ... d0clKWMx,dloXMMMM", /* dark background -- hightlight it */
"MMMMO   .....;docOMMW:,;::OMMM", /* with the mouse to see for yourself. */
"MMMX,    ..   .,:dKKd;.::;;xMM",
"MMMK.         .'':cc,'..,,,;lX",
"l:,         ..'':;,;,',.;:,,:;",
"            ..',,,'cc;...,::c:",
"            .......co.... ',:;",
"                 .''.. .  ...;",
"                  .  .     . .",
"",
"       Bow down before",
"        St. IGNUcius,",
"         heathen!!!",
"",
"",
"",
"  Using vi is not a sin,",
"",
"    It is a penance!",
"",
"",
"",
"",
"    G N U   E M A C S",
"",
"        Rules!!!!",
"",
"     vi drools!!!!",
"",
"",
"",
"",
"       XXX  X  X X   X",
"      X   X XX X X   X",
"      X     XX X X   X",
"      X XXX X XX X   X",
"      X   X X XX X   X",
"       XXX  X  X  XXX",
"",
"XXXX X   X  XXX   XXX   XXX  ",
"X    XX XX X   X X   X X   X ",
"XXX  X X X XXXXX X     XXX    ",
"X    X X X X   X X        X   ",
"X    X   X X   X X   X X   X  ",
"XXXX X   X X   X  XXX   XXX   ",
"",
"",
"wordwarvi is free software;",
"you can redistribute it and/or",
"modify it under the terms of ",
"the GNU General Public License",
"as published by the Free ",
"Software Foundation; either",
"version 2 of the License, or",
"(at your option) any later",
"version.",
"",
"wordwarvi is distributed in",
"the hope that it will be useful,",
"but WITHOUT ANY WARRANTY; ",
"without even the implied",
"warranty of MERCHANTABILITY",
"or FITNESS FOR A PARTICULAR",
"PURPOSE.  See the GNU General",
"Public License for more ",
"details.",
"",
"You should have received a ",
"copy of the GNU General ",
"Public License along with ",
"wordwarvi; if not, write to ",
"the Free Software Foundation,",
"Inc.,",
" 51 Franklin St, Fifth Floor,",
"Boston, MA 02110-1301  USA",
"",
NULL, /* mark the end. */
}; 
void airship_draw(struct game_obj_t *o, GtkWidget *w)
{
	int x, y, i, line;

	if (o->tsd.airship.pressure == 0)
		draw_generic(o, w);
	else
		draw_scaled_generic(o, w, 1.0, 1.0 + 0.01 * o->tsd.airship.pressure);

	/* the -90 and -130 were arrived at empirically, as were the dimensions */
	/* of the text field.  The commented out code below with 0123456... is */
	/* part of the testing done to figure that out. */
	x = o->x - game_state.x - 90;
	y = o->y - game_state.y + (SCREEN_HEIGHT/2) - 130;

	/* 
	for (i=0;i<7;i++) {
		abs_xy_draw_string(w, "012345678901234567890123456789", NANO_FONT, x, y);
		y = y + 15;
	} */

	/* Write out 7 lines of text from the loop, starting at our current position. */
	line = o->tsd.airship.bannerline;
	for (i=0;i<7;i++) {
		if (blimp_message[line] == NULL)
			line = 0;
		abs_xy_draw_string(w, blimp_message[line], NANO_FONT, x, y);
		y = y + 15;
		line++;
	}

	/* advance to the next line 2x per second */
	if ((timer % 15) == 0) {
		o->tsd.airship.bannerline++;
		if (blimp_message[o->tsd.airship.bannerline] == NULL)
			o->tsd.airship.bannerline = 0;
	}

}

void worm_draw(struct game_obj_t *o, GtkWidget *w)
{
	int x, y, x2,y2;
	int color;

	x = o->x - game_state.x;
	y = o->y - game_state.y + (SCREEN_HEIGHT/2);
	if (o->tsd.worm.parent == NULL) {
		/* int x3, y3; */
		gdk_gc_set_foreground(gc, &huex[o->color]);
		wwvi_draw_line(w->window, gc, x-2, y, x, y-2); 
		wwvi_draw_line(w->window, gc, x, y-2, x+2, y); 
		wwvi_draw_line(w->window, gc, x+2, y, x, y+2); 
		wwvi_draw_line(w->window, gc, x, y+2, x-2, y); 
/*
		x3 = o->tsd.worm.tx - game_state.x;
		y3 = o->tsd.worm.ty - game_state.y + (SCREEN_HEIGHT/2);
		wwvi_draw_line(w->window, gc, x, y, x3, y3); 
		x3 = o->tsd.worm.ltx - game_state.x;
		y3 = o->tsd.worm.lty - game_state.y + (SCREEN_HEIGHT/2);
		wwvi_draw_line(w->window, gc, x, y, x3, y3); 
*/
	} else {
		color = NCOLORS + NSPARKCOLORS + ((timer + o->tsd.worm.coloroffset) % NRAINBOWCOLORS);
		gdk_gc_set_foreground(gc, &huex[color]);
		if (o->tsd.worm.child == NULL) {
			wwvi_draw_line(w->window, gc, x-2, y, x, y-2); 
			wwvi_draw_line(w->window, gc, x, y-2, x+2, y); 
			wwvi_draw_line(w->window, gc, x+2, y, x, y+2); 
			wwvi_draw_line(w->window, gc, x, y+2, x-2, y); 
		}
	}

#if 0
	if (o->tsd.worm.parent == NULL) {
		x2 = o->tsd.worm.tx - game_state.x;
		y2 = o->tsd.worm.ty - game_state.y + (SCREEN_HEIGHT/2);
		wwvi_draw_line(w->window, gc, x, y, x2, y2);
		x2 = o->tsd.worm.ltx - game_state.x;
		y2 = o->tsd.worm.lty - game_state.y + (SCREEN_HEIGHT/2);
		wwvi_draw_line(w->window, gc, x, y, x2, y2);
	} else {
#endif
	if (o->tsd.worm.parent != NULL) {
		int delta1 = 7;
		int delta2 = 7;

		if (o->tsd.worm.parent->tsd.worm.parent == NULL)
			delta2 = 2;
		if (o->tsd.worm.child == NULL)
			delta1 = 2;

		x2 = o->tsd.worm.parent->x - game_state.x;
		y2 = o->tsd.worm.parent->y - game_state.y + (SCREEN_HEIGHT/2);
		wwvi_draw_line(w->window, gc, x-delta1, y, x2-delta2, y2);
		wwvi_draw_line(w->window, gc, x+delta1, y, x2+delta2, y2);
		wwvi_draw_line(w->window, gc, x, y-delta1, x2, y2-delta2);
		wwvi_draw_line(w->window, gc, x, y+delta1, x2, y2+delta2);
	}
}

void worm_move(struct game_obj_t *o)
{
	int xi, n, gy, pdx, pdy;
	int ldx, ldy, sdx, sdy, dvx, dvy;

	pdx = abs(o->x - player_target->x);
	pdy = abs(o->y - player_target->y);
	/* is this the head of a worm? Or just a body segment? */
	if (o->tsd.worm.parent == NULL) {
		/* It's a head...  think about where to go */

		/* long term destination reached?  Pick a new one. */
		ldx = o->tsd.worm.ltx - o->x;
		ldy = o->tsd.worm.lty - o->y;
		if (abs(ldx) < 20 && abs(ldy) < 20) {
                        o->tsd.worm.ltx = terrain.x[randomn(TERRAIN_LENGTH-MAXBUILDING_WIDTH-1)];
                        o->tsd.worm.lty = ground_level(o->tsd.worm.ltx, &xi, NULL) - 800 + randomn(700);

			/* printf("New long term dest %d,%d\n", o->tsd.worm.ltx, o->tsd.worm.lty); */

			/* trigger short term destination reached code, below. */
			o->tsd.worm.tx = o->x;
			o->tsd.worm.ty = o->y;
			ldx = o->tsd.worm.ltx - o->x;
			ldy = o->tsd.worm.lty - o->y;
		}

		/* short term destination reached?  Pick a new one. */
		sdx = o->tsd.worm.tx - o->x;
		sdy = o->tsd.worm.ty - o->y;
		if (abs(sdx) < 5 && abs(sdy) < 5) {


			/* If player is close, follow him... */
			if (pdx < 170 && pdy < 170) {
				o->tsd.worm.tx = player_target->x + player_target->vx * 10 + randomn(30) - 15;
				o->tsd.worm.ty = player_target->y + player_target->vy * 10 + randomn(30) - 15;

				/* Touching player?  Zap him. */
				if (pdx < 8 && pdy < 8) {
					wwviaudio_add_sound(ZZZT_SOUND);
					do_weak_rumble();
					explode(player_target->x, player_target->y, player_target->vx*1.5, 1, 20, 20, 15);
					game_state.health -= WORM_DAMAGE;
				}

			} else {
				/* Aim vaguely towards the destination... */
				if (o->x < o->tsd.worm.ltx)
					o->tsd.worm.tx = o->x + randomn(200) - 30; 
				else
					o->tsd.worm.tx = o->x - randomn(200) + 30; 

				if (o->y < o->tsd.worm.lty)
					o->tsd.worm.ty = o->y + randomn(60) - 10; 
				else
					o->tsd.worm.ty = o->y - randomn(60) + 10; 
			}

			/* Avoid the ground. */
			gy = ground_level(o->tsd.worm.tx, &xi, NULL);	
			if (o->tsd.worm.ty >= gy)
				o->tsd.worm.ty = gy - 50 - randomn(200);
			if (o->tsd.worm.ty <= KERNEL_Y_BOUNDARY)
				o->tsd.worm.ty = KERNEL_Y_BOUNDARY + 50 + randomn(200);
			
		}

		/* Calculate desired velocity... */
		sdx = o->tsd.worm.tx - o->x;
		sdy = o->tsd.worm.ty - o->y;
		if (abs(sdx) > abs(sdy)) {
			if (sdx > 0) {
				dvx = MAX_WORM_VX;
				dvy = (sdy * MAX_WORM_VY) / sdx;
			} else if (sdx < 0) {
				dvx = -MAX_WORM_VX;
				dvy = (sdy * MAX_WORM_VY) / abs(sdx);
			} else {
				dvx = 0;
				dvy = 0;
			}
		} else {
			if (sdy > 0) {
				dvy = MAX_WORM_VY;
				dvx = (sdx * MAX_WORM_VX) / sdy;
			} else if (sdy < 0) {
				dvy = -MAX_WORM_VY;
				dvx = (sdx * MAX_WORM_VX) / abs(sdy);
			} else { /* sdy == 0 */
				dvx = 0;
				dvy = 0;
			}
		}

		/* Adjust velocity towards desired velocity dvx, dvy */
		if (o->vx < dvx)
			o->vx++;
		else if (o->vx > dvx)
			o->vx--;
		if (o->vy < dvy)
			o->vy++;
		else if (o->vy > dvy)
			o->vy--;

		/* Store our movements so tail segments can ape them. */
		n = o->tsd.worm.i;

		o->tsd.worm.x[n] = o->x;
		o->tsd.worm.y[n] = o->y;
		o->tsd.worm.i++;
		if (o->tsd.worm.i >= NWORM_TIME_UNITS)
			o->tsd.worm.i = 0;

		/* finally, move */
		o->x += o->vx;
		o->y += o->vy;

	} else {
		/* we're in the tail (body segment), just move as the guy in front of you did. */
		int n;

		/* Store our movements so tail segments can ape them. */
		n = o->tsd.worm.i;
		o->tsd.worm.x[n] = o->x;
		o->tsd.worm.y[n] = o->y;
		o->tsd.worm.i++;
		if (o->tsd.worm.i >= NWORM_TIME_UNITS)
			o->tsd.worm.i = 0;

		/* ape the parents motion... */
		n = o->tsd.worm.parent->tsd.worm.i+1;
		if (n >= NWORM_TIME_UNITS)
			n = 0;

		o->x = o->tsd.worm.parent->tsd.worm.x[n];
		o->y = o->tsd.worm.parent->tsd.worm.y[n];

		/* touching the player?  Zap him. */
		if (pdx < 8 && pdy < 8) {
			wwviaudio_add_sound(ZZZT_SOUND);
			do_weak_rumble();
			explode(player_target->x, player_target->y, player_target->vx*1.5, 1, 20, 20, 15);
			game_state.health -= WORM_DAMAGE;
		}
	}
}

void airship_move(struct game_obj_t *o)
{
	if (!o->alive)
		return;

	flying_thing_move(o);
	flying_thing_shoot_missile(o);
	airship_leak_lisp(o);
	if (o->tsd.airship.pressure > 0)
		o->tsd.airship.pressure--;
	
}

void gunwheel_move(struct game_obj_t *o)
{
	struct game_obj_t *holder;

	o->lastx = o->x;
	o->lasty = o->y;

	/* if gunwheel is attached to something, make it move with that something */
	holder = o->tsd.gunwheel.attached_to;
	if (holder != NULL)
		holder->gun_location(holder, o, &o->x, &o->y);
	return;
}

void gunwheel_gun_location(struct game_obj_t *parent, 
	struct game_obj_t *child, int *x, int *y)
{
	int angle, x1, y1;

	angle = (timer * parent->tsd.gunwheel.rotation_multiplier) % 360;

	x1 = cosine[angle] * parent->tsd.gunwheel.size;
	y1 = sine[angle] * parent->tsd.gunwheel.size;

	if (child == parent->tsd.gunwheel.left) {
		*x = parent->x + x1;
		*y = parent->y + y1;
	} else {
		*x = parent->x - x1;
		*y = parent->y - y1;
	}
}

void make_gunwheel_sound()
{
	static int time_to_make_sound = 0;
	if (timer > time_to_make_sound) {
		time_to_make_sound = timer + FRAME_RATE_HZ;
		wwviaudio_add_sound(GUNWHEEL);
	}
}

void gunwheel_draw(struct game_obj_t *o, GtkWidget *w)
{
	int angle, x1, y1, x2, y2, rx, ry;

	angle = (timer * o->tsd.gunwheel.rotation_multiplier) % 360;

	x1 = cosine[angle] * o->tsd.gunwheel.size;
	y1 = sine[angle] * o->tsd.gunwheel.size;
	rx = y1 >> 4; 
	ry = -x1 >> 4;
	x2 = o->x - x1;
	y2 = o->y - y1;
	x1 += o->x;
	y1 += o->y;
	x1 -= game_state.x;
	x2 -= game_state.x;
	y1 = y1 - game_state.y + (SCREEN_HEIGHT/2);  
	y2 = y2 - game_state.y + (SCREEN_HEIGHT/2);  

	gdk_gc_set_foreground(gc, &huex[o->color]);

	wwvi_draw_line(w->window, gc, x1-rx, y1-ry, x2-rx, y2-ry);
	wwvi_draw_line(w->window, gc, x1+rx, y1+ry, x2+rx, y2+ry);
	wwvi_draw_line(w->window, gc, x1-rx, y1-ry, x1+rx, y1+ry);
	wwvi_draw_line(w->window, gc, x2-rx, y2-ry, x2+rx, y2+ry);

	make_gunwheel_sound();
}

void ship_move(struct game_obj_t *o)
{
	if (!o->alive)
		return;

	flying_thing_move(o);
	/* flying_thing_shoot_missile(o); */
}

/* this is called VERY often.  Don't do anything slow in here. */
void spark_move(struct game_obj_t *o)
{
	/* printf("x=%d,y=%d,vx=%d,vy=%d, alive=%d\n", o->x, o->y, o->vx, o->vy, o->alive); */
	o->x += o->vx;
	o->y += o->vy;

        o->alive--;
        if (o->alive <= 0)
                kill_object(o);

	/* printf("x=%d,y=%d,vx=%d,vy=%d, alive=%d\n", o->x, o->y, o->vx, o->vy, o->alive); */

	/* Fade the colors. */
	if (o->alive >= NSPARKCOLORS)
		o->color = NCOLORS + NSPARKCOLORS - 1; 
	else if (o->alive < 0)
		o->color = NCOLORS;
	else
		o->color = NCOLORS + o->alive;

	/* air resistance */
	if (o->vx > 0)
		o->vx--;
	else if (o->vx < 0)
		o->vx++;
	if (o->vy > 0)
		o->vy--;
	else if (o->vy < 0)
		o->vy++;

	/* no gravity on the sparks, I've tried it, I like it better without it. */
	/*o->vy += (timer & 0x01); */

	/* If the sparks reach speed of zero due to air resistance, kill them. */
	if (o->vx == 0 && o->vy == 0) {
		kill_object(o);
		o->draw = draw_generic;
	}
	/* If the sparks are too far away, kill them so we won't have to process them. */
	if (abs(o->y - player->y) > 2000 || o->x > 2000+WORLDWIDTH || o->x < -2000) {
		kill_object(o);
		o->draw = draw_generic;
	}
}

/* this is called VERY often.  Don't do anything slow in here. */
void pixie_dust_move(struct game_obj_t *o)
{
	/* printf("x=%d,y=%d,vx=%d,vy=%d, alive=%d\n", o->x, o->y, o->vx, o->vy, o->alive); */
	o->x += o->vx;
	o->y += o->vy;

	o->vx = randomn(10)-5;
	o->vy = randomn(10)-7;

        o->alive--;
        if (o->alive <= 0)
                kill_object(o);

	/* If the pixie dust is too far away, kill them so we won't have to process them. */
	if (abs(o->y - player->y) > 2000 || o->x > 2000+WORLDWIDTH || o->x < -2000) {
		kill_object(o);
		o->draw = draw_generic;
	}
}

/* Make a bunch of sparks going in random directions. 
 * x, and y are where, ivx,ivy are initial vx, vy, v is the
 * radial velocity, think of it as the "power" of the explosion
 * and nsparks is how many sparks to make.  time is how long
 * the sparks are set to live. 
 */
void vexplode(int x, int y, int ivx, int ivy, int v, int nsparks, int time,
	add_spark_function *sparky)
{
	int vx, vy, i;

	for (i=0;i<nsparks;i++) {
		/* vx = (int) ((-0.5 + random() / (0.0 + RAND_MAX)) * (v + 0.0) + (0.0 + ivx));*/
		/* vy = (int) ((-0.5 + random() / (0.0 + RAND_MAX)) * (v + 0.0) + (0.0 + ivy));*/
		vx = randomn(v) - (v>>1) + ivx;
		vy = randomn(v) - (v>>1) + ivy;
		sparky(x, y, vx, vy, time); 
		/* printf("%d,%d, v=%d,%d, time=%d\n", x,y, vx, vy, time); */
	}
}

/* Make a bunch of sparks going in random directions. 
 * x, and y are where, ivx,ivy are initial vx, vy, v is the
 * radial velocity, think of it as the "power" of the explosion
 * and nsparks is how many sparks to make.  time is how long
 * the sparks are set to live. 
 */
void explode(int x, int y, int ivx, int ivy, int v, int nsparks, int time)
{
	vexplode(x, y, ivx, ivy, v, nsparks, time, add_spark);
}

/* same as explode, but with bright sparks. */
void bright_explode(int x, int y, int ivx, int ivy, int v, int nsparks, int time)
{
	vexplode(x, y, ivx, ivy, v, nsparks, time, add_bright_spark);
}


/* Make a bunch of pixie dust going in random directions. 
 * x, and y are where, ivx,ivy are initial vx, vy, v is the
 * radial velocity, think of it as the "power" of the explosion
 * and nsparks is how many sparks to make.  time is how long
 * the sparks are set to live. 
 */
void explode_pixie_dust(int x, int y, int ivx, int ivy, int v, int nsparks, int time)
{
	int vx, vy, i;

	for (i=0;i<nsparks;i++) {
		vx = randomn(v) - (v>>1) + ivx;
		vy = randomn(v) - (v>>1) + ivy;
		add_pixie_dust(x, y, vx, vy, time); 
	}
}

/* round_explode is just like explode() above, except make the distribution 
 * of velocities result in a round, rather than square explosion. 
 */
void vround_explode(int x, int y, int ivx, int ivy, int v, int nsparks, int time,
	add_spark_function *sparky)
{
	int vx, vy, i;
	int angle, tmpv; 

	for (i=0;i<nsparks * explosion_factor;i++) {
		/* vx = (int) ((-0.5 + random() / (0.0 + RAND_MAX)) * (v + 0.0) + (0.0 + ivx));*/
		/* vy = (int) ((-0.5 + random() / (0.0 + RAND_MAX)) * (v + 0.0) + (0.0 + ivy));*/
		/* vx = randomn(v) - (v>>1) + ivx;*/
		/* vy = randomn(v) - (v>>1) + ivy;*/
		angle = (randomn(360)+1) % 360;
		/* multiply by square root of 2 so the "energy" of the explosion */
		/* will be the same as that of the rectangular version. */
		tmpv = (randomn(v >> 1) * 1.4142135623);	
		vx = cosine[angle] * tmpv + ivx;
		vy = sine[angle] * tmpv + ivy;
		sparky(x, y, vx, vy, time); 
		/* printf("%d,%d, v=%d,%d, time=%d\n", x,y, vx, vy, time); */
	}
}

void round_explode(int x, int y, int ivx, int ivy, int v, int nsparks, int time)
{
	vround_explode(x, y, ivx, ivy, v, nsparks, time, add_spark);
}

void bright_round_explode(int x, int y, int ivx, int ivy, int v, int nsparks, int time)
{
	vround_explode(x, y, ivx, ivy, v, nsparks, time, add_bright_spark);
}

void init_object_numbers()
{
	int i;
	/* every object must known its position in the array, because */
	/* it needs to be able to free itself, and that involves knowing */
	/* which bit to clear -- which involves knowing the position in */
	/* the array. */
	for (i=0;i<MAXOBJS;i++)
		game_state.go[i].number = i;
}

void mirror_points(struct my_vect_obj *points, struct my_vect_obj *mirror)
{
	int i;
	mirror->npoints = points->npoints;
	for (i = 0; i < points->npoints; i++) {
		mirror->p[i].y = points->p[i].y;
		mirror->p[i].x = points->p[i].x;
		if (points->p[i].x != COLOR_CHANGE &&
			points->p[i].x != LINE_BREAK)
			mirror->p[i].x = -points->p[i].x ;
	}
}

/* this is just cramming arrays, and counts into structures... it's kind of
 * stupid.  There are a few times when some mirror images are computed, and
 * some things are scaled, since when I made the lists of points, mostly
 * I just kind of imagined the thing in my head and typed in the numbers,
 * (quite a lot of trial and error and correcting of points in that 
 * process, but after awhile, you get pretty good at it.)  But, sometimes
 * I'd get the scale off, and have to scale things a bit to make them the
 * right size -- big enough or small enough, or long and skinny enough
 * or whatever.
 */

#define setup_vect(v, a) { v.p = a; v.npoints = ARRAY_SIZE(a); } 

void init_vects()
{
	int i;

/* Stuck this precalculation of sines and cosines in here as I know
 * this gets called exactly once.
 */
	for (i=0;i<=360;i++) {
		sine[i] = sin((double)i * 3.1415927 * 2.0 / 360.0);
		cosine[i] = cos((double)i * 3.1415927 * 2.0 / 360.0);
		/* printf("%d, %g, %g\n", i, cosine[i], sine[i]);*/
	}

	/* memset(&game_state.go[0], 0, sizeof(game_state.go[0])*MAXOBJS); */
	if (!xmas_mode) {
		setup_vect(player_vect, player_ship_points);
	} else {
		setup_vect(player_vect, reindeer_points);
		setup_vect(reindeer2_vect, reindeer_points2);
	}
	/* The left player ship oints are a copy of the right player ship points. */
	/* I just duplicated them in the source.  So we have to flip them */
	setup_vect(left_player_vect, left_player_ship_points);
	mirror_points(&player_vect, &left_player_vect);
	if (xmas_mode) {
		setup_vect(left_reindeer2_vect, left_reindeer_points2);
		mirror_points(&reindeer2_vect, &left_reindeer2_vect);
	}

	setup_vect(sleigh_vect, sleigh_points);
	setup_vect(left_sleigh_vect, left_sleigh_points);
	mirror_points(&sleigh_vect, &left_sleigh_vect);
#if 0
	for (i=0;i<left_player_vect.npoints;i++) {
		if (left_player_ship_points[i].x != COLOR_CHANGE &&
			left_player_ship_points[i].x != LINE_BREAK)
			left_player_ship_points[i].x *= -1;
	}
#endif

	setup_vect(rocket_vect, rocket_points);
	setup_vect(big_rocket_vect, big_rocket_points);
	setup_vect(jetpilot_vect_left, jetpilot_points_left);
	jetpilot_vect_right.p = jetpilot_points_right;
	mirror_points(&jetpilot_vect_left, &jetpilot_vect_right);
	setup_vect(jet_vect, jet_points);
	setup_vect(spark_vect, spark_points);
	setup_vect(right_laser_vect, right_laser_beam_points);
	setup_vect(fuel_vect, fuel_points);
	setup_vect(fuel_debris_vect, fuel_debris_points);
	setup_vect(house_vect, house_points);
	setup_vect(house_green_vect, house_green_points);
	setup_vect(present_vect, present_points);
	setup_vect(jammer_vect, jammer_points);
	setup_vect(jammer_debris_vect, jammer_debris_points);
	setup_vect(cron_vect, cron_points);
	setup_vect(ship_vect, ships_hull_points);

	/* This scaling was here when I was typing in the ship point numbers just to */
	/* make it easier to see where things were a little off. */
	/* for (i=0;i<ship_vect.npoints;i++) {
		if (ship_vect.p[i].x != LINE_BREAK && ship_vect.p[i].x != COLOR_CHANGE) {
			ship_vect.p[i].x *= 2;
			ship_vect.p[i].y = (ship_vect.p[i].y+20) * 2;
		}
	} */

	setup_vect(tesla_vect, tesla_points);

	setup_vect(octopus_vect, octopus_points);
	for (i=0;i<octopus_vect.npoints;i++) {
		if (octopus_vect.p[i].x != LINE_BREAK && 
			octopus_vect.p[i].x != COLOR_CHANGE) {
			octopus_vect.p[i].x *= 1.5;
			octopus_vect.p[i].y *= 1.5;
		}
	}

	setup_vect(bullet_vect, bullet_points);
	setup_vect(gdb_vect_right, gdb_points_right);
	setup_vect(gdb_vect_right, gdb_points_right);
	setup_vect(gdb_vect_left, gdb_points_left);
	mirror_points(&gdb_vect_left, &gdb_vect_right);

	setup_vect(bomb_vect, bomb_points);
	setup_vect(bridge_vect, bridge_points);
	setup_vect(kgun_vect, kgun_points);
	setup_vect(inverted_kgun_vect, inverted_kgun_points);

	/* I had to scale and translate the airship points as I made it too small */
	/* and picked a poor origin. */
	setup_vect(airship_vect, airship_points);
	for (i=0;i<airship_vect.npoints;i++) {
		if (airship_vect.p[i].x != LINE_BREAK && airship_vect.p[i].x != COLOR_CHANGE) {
			airship_vect.p[i].x *= 3;
			airship_vect.p[i].y = (airship_vect.p[i].y+20) * 3;
		}
	}

	setup_vect(balloon_vect, balloon_points);
	setup_vect(SAM_station_vect, SAM_station_points);
	setup_vect(SAM_station_debris_vect, SAM_station_debris_points);
	setup_vect(humanoid_vect, humanoid_points);
	setup_vect(socket_vect, socket_points);

	/* Make the line segment lists from the stroke_t structures. */
	wwvi_make_font(&gamefont[BIG_FONT], font_scale[BIG_FONT], font_scale[BIG_FONT]);
	wwvi_make_font(&gamefont[SMALL_FONT], font_scale[SMALL_FONT], font_scale[SMALL_FONT]);
	wwvi_make_font(&gamefont[TINY_FONT], font_scale[TINY_FONT], font_scale[TINY_FONT]);
	wwvi_make_font(&gamefont[NANO_FONT], font_scale[NANO_FONT], font_scale[NANO_FONT]);
	set_font(BIG_FONT);
}

void no_draw(struct game_obj_t *o, GtkWidget *w)
{
	return;
}

void draw_abs_scaled_generic(int x, int y, 
	struct my_vect_obj *v, GtkWidget *w, float xscale, float yscale)
{
	int j;
	int x1, y1, x2, y2;
	x1 = x + (v->p[0].x * xscale);
	y1 = y + (v->p[0].y * yscale);  
	for (j=0;j<v->npoints-1;j++) {
		if (v->p[j+1].x == LINE_BREAK) { /* Break in the line segments. */
			j+=2;
			x1 = x + (v->p[j].x * xscale);
			y1 = y + (v->p[j].y * yscale);  
		}
		if (v->p[j].x == COLOR_CHANGE) {
			gdk_gc_set_foreground(gc, &huex[v->p[j].y]);
			j+=1;
			x1 = x + (v->p[j].x * xscale);
			y1 = y + (v->p[j].y * yscale);  
		}
		x2 = x + (v->p[j+1].x * xscale); 
		y2 = y + (v->p[j+1].y * yscale);
		if (x1 > 0 && x2 > 0)
			wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
		x1 = x2;
		y1 = y2;
	}
}

/* this is what can draw a list of line segments with line
 * breaks and color changes...   This one scales in x, y.
 * It's used for drawing blimps which are overpressurized.
 */
void draw_scaled_generic(struct game_obj_t *o, GtkWidget *w, float xscale, float yscale)
{
	int j;
	int x1, y1, x2, y2;
	gdk_gc_set_foreground(gc, &huex[o->color]);
	x1 = o->x + (o->v->p[0].x * xscale) - game_state.x;
	y1 = o->y + (o->v->p[0].y * yscale) - game_state.y + (SCREEN_HEIGHT/2);  
	for (j=0;j<o->v->npoints-1;j++) {
		if (o->v->p[j+1].x == LINE_BREAK) { /* Break in the line segments. */
			j+=2;
			x1 = o->x + (o->v->p[j].x * xscale) - game_state.x;
			y1 = o->y + (o->v->p[j].y * yscale) - game_state.y + (SCREEN_HEIGHT/2);  
		}
		if (o->v->p[j].x == COLOR_CHANGE) {
			gdk_gc_set_foreground(gc, &huex[o->v->p[j].y]);
			j+=1;
			x1 = o->x + (o->v->p[j].x * xscale) - game_state.x;
			y1 = o->y + (o->v->p[j].y * yscale) - game_state.y + (SCREEN_HEIGHT/2);  
		}
		x2 = o->x + (o->v->p[j+1].x * xscale) - game_state.x; 
		y2 = o->y + (o->v->p[j+1].y * yscale) +(SCREEN_HEIGHT/2) - game_state.y;
		if (x1 > 0 && x2 > 0)
			wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
		x1 = x2;
		y1 = y2;
	}
}

/* this is what can draw a list of line segments with line
 * breaks and color changes...  This gets called quite a lot,
 * so try to make sure it's fast.  There is an inline version
 * of this in draw_objs(), btw. 
 */
void draw_generic(struct game_obj_t *o, GtkWidget *w)
{
	int j;
	int x1, y1, x2, y2;

	if (o->v == NULL)
		return;

#if DEBUG_HITZONE
	if (o->ontargetlist) {
		gdk_gc_set_foreground(gc, &huex[WHITE]);
		x1 = o->x - game_state.x;
		y1 = o->y - game_state.y + (SCREEN_HEIGHT/2);  
		if (x1 > 0 && x1 < SCREEN_WIDTH && y1 < SCREEN_HEIGHT && y1 > 0) {
			/* wwvi_draw_line(w->window, gc, x1-10, y1, x1+10, y1); */
			wwvi_draw_line(w->window, gc, x1, y1-10, x1, y1+10); 
			wwvi_draw_line(w->window, gc, x1-10, y1 + o->above_target_y, x1+10, y1 + o->above_target_y); 
			wwvi_draw_line(w->window, gc, x1-10, y1 + o->below_target_y, x1+10, y1 + o->below_target_y); 
		}
	}
#endif
	gdk_gc_set_foreground(gc, &huex[o->color]);
	x1 = o->x + o->v->p[0].x - game_state.x;
	y1 = o->y + o->v->p[0].y - game_state.y + (SCREEN_HEIGHT/2);  
	for (j=0;j<o->v->npoints-1;j++) {
		if (o->v->p[j+1].x == LINE_BREAK) { /* Break in the line segments. */
			j+=2;
			x1 = o->x + o->v->p[j].x - game_state.x;
			y1 = o->y + o->v->p[j].y - game_state.y + (SCREEN_HEIGHT/2);  
		}
		if (o->v->p[j].x == COLOR_CHANGE) {
			gdk_gc_set_foreground(gc, &huex[o->v->p[j].y]);
			j+=1;
			x1 = o->x + o->v->p[j].x - game_state.x;
			y1 = o->y + o->v->p[j].y - game_state.y + (SCREEN_HEIGHT/2);  
		}
		x2 = o->x + o->v->p[j+1].x - game_state.x; 
		y2 = o->y + o->v->p[j+1].y+(SCREEN_HEIGHT/2) - game_state.y;
		if (x1 > 0 && x2 > 0)
			wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
		x1 = x2;
		y1 = y2;
	}
}

void truss_gun_location(struct game_obj_t *parent, 
	__attribute__ ((unused)) struct game_obj_t *child, int *x, int *y)
{
	*x = parent->x;
	*y = parent->y + 10 + 25;
}

void truss_move(struct game_obj_t *o)
{
	if (o->health.prevhealth != o->health.health)
		o->color = hot_metal_color(o->health.health, o->health.maxhealth);
	o->health.prevhealth = o->health.health;
	if ((timer & 0x0f) == 0x0f && 
		o->health.health < o->health.maxhealth)
		o->health.health++;
}

void gunwheel_cut_loose(struct game_obj_t *o, struct game_obj_t *child)
{
	if (child == NULL)
		return;

	if (child->otype == OBJ_TYPE_KGUN && child->tsd.kgun.attached_to == o) {
		child->tsd.kgun.attached_to = NULL;
		/* verlet integration to get velocity... */
		child->vx = child->x - child->lastx;
		child->vy = child->y - child->lasty;
		child->move = bomb_move;
		child->tsd.bomb.bank_shot_factor = 1;
	} else if (child->otype == OBJ_TYPE_GUNWHEEL) {
		child->vx = child->x - child->lastx;
		child->vy = child->y - child->lasty;
		child->move = bomb_move;
		child->tsd.bomb.bank_shot_factor = 1;
		gunwheel_cut_loose(child, child->tsd.gunwheel.left);
		child->tsd.gunwheel.left = NULL;
		gunwheel_cut_loose(child, child->tsd.gunwheel.right);
		child->tsd.gunwheel.right = NULL;
	}
}

void truss_cut_loose_whats_below(struct game_obj_t *o, struct game_obj_t *bomb)
{
	struct game_obj_t *i;
	struct game_obj_t *p;

	p = NULL;
	/* Cut loose everything below */
	for (i=o; i != NULL; i = i->tsd.truss.below) {
		if (i->otype == OBJ_TYPE_TRUSS) {
			if (i->tsd.truss.above) {
				i->tsd.truss.above->tsd.truss.below = NULL;
				i->tsd.truss.above = NULL;
			}
			i->move = bridge_move;
			i->vx = randomn(6)-3;
			i->vy = randomn(6)-3;
		} else if (i->otype == OBJ_TYPE_GUNWHEEL) {
			gunwheel_cut_loose(i, i->tsd.gunwheel.left);
			i->tsd.gunwheel.left = NULL;
			gunwheel_cut_loose(i, i->tsd.gunwheel.right);
			i->tsd.gunwheel.right = NULL;
			i->tsd.gunwheel.attached_to->tsd.truss.below = NULL;
			i->tsd.gunwheel.attached_to = NULL;
			i->move = bomb_move;
			i->tsd.bomb.bank_shot_factor = 1;
			i->vx = randomn(6)-3;
			i->vy = randomn(6)-3;
			i->vx += i->x - i->lastx;
			i->vy += i->y - i->lasty;
			i->y += 15;
			break;
		} else if (i->otype == OBJ_TYPE_KGUN || i->otype == OBJ_TYPE_TESLA) {
			/* make the gun blow up when it lands */
			i->move = bomb_move; 
			i->vx = randomn(6)-3;
			i->vy = randomn(6)-3;

			/* verlet integration to make the thing more or less continue on its path. */
			i->vx += (i->x - i->lastx);
			i->vy += (i->y - i->lasty);

			i->tsd.bomb.bank_shot_factor = 1;
			nice_bank_shot(bomb);
			i->y += 5;

			/* If the tesla tower is discharging... stop it. */
			if (i->otype == OBJ_TYPE_TESLA)
				i->tsd.tesla.discharging = 0;
			
			break;
		} else {
			/* We should never get here. */
			printf("%s:%d: unexpected object type '%c'.  Probably about to crash.\n", 
				__FILE__, __LINE__, i->otype);
			fflush(stdout);
		}
		if (p && p->otype == OBJ_TYPE_TRUSS)
			p->tsd.truss.below = NULL;
		p = i;
	}
	if (p && p->otype == OBJ_TYPE_TRUSS)
		p->tsd.truss.below = NULL;
}

void truss_draw(struct game_obj_t *o, GtkWidget *w)
{
	int x, y, x1, y1, x2, y2, x3, y3, x4, y4;
	gdk_gc_set_foreground(gc, &huex[o->color]);

	x = o->x - game_state.x;
	y = o->y - game_state.y + (SCREEN_HEIGHT/2);  

	x1 = x - o->tsd.truss.top_width / 2; /* top left corner */
	y1 = y - o->tsd.truss.height / 2;

	x2 = x + o->tsd.truss.top_width / 2; /* top right corner */
	y2 = y - o->tsd.truss.height / 2;

	x3 = x - o->tsd.truss.bottom_width / 2; /* bottom left corner */
	y3 = y + o->tsd.truss.height / 2;

	x4 = x + o->tsd.truss.bottom_width / 2; /* bottom right corner */
	y4 = y + o->tsd.truss.height / 2;

	wwvi_draw_line(w->window, gc, x1, y1, x2, y2);
	wwvi_draw_line(w->window, gc, x1, y1, x3, y3);
	wwvi_draw_line(w->window, gc, x1, y1, x4, y4);
	wwvi_draw_line(w->window, gc, x2, y2, x4, y4);
	wwvi_draw_line(w->window, gc, x2, y2, x3, y3);
	wwvi_draw_line(w->window, gc, x3, y3, x4, y4);
}

void tesla_tower_draw(struct game_obj_t *o, GtkWidget *w)
{
	int i, x1, y1, x2, y2, x;

	draw_generic(o, w);

	x1 = o->x - game_state.x;
	y1 = o->y + 40 - game_state.y + (SCREEN_HEIGHT/2);

	x = (timer & 0x01) * randomn(4);

	for (i = 0; i < x; i++) {
		x2 = o->x + randomn(140)-70 - game_state.x;	
		y2 = o->y + 40 + randomn(140)-70 - game_state.y + (SCREEN_HEIGHT/2);	
		lightning_draw(w, x1, y1, x2, y2);
	}

	if (!o->tsd.tesla.discharging || !o->tsd.tesla.close_enough)
		return;

	for (i = 0; i < 5; i++) {

		x2 = o->tsd.tesla.targetx + randomn(40)-20 - game_state.x;	
		y2 = o->tsd.tesla.targety + randomn(40)-20 - game_state.y + (SCREEN_HEIGHT/2);	
		lightning_draw(w, x1, y1, x2, y2);
	}
}

void kgun_draw(struct game_obj_t *o, GtkWidget *w)
{
	int dx, dy;
	int x1, y1;
	int xi, yi;
	int adx, ady;
	int crossbeam_x1, crossbeam_y, crossbeam_x2, xoffset;
	int guntipx, guntipy;
	int gunbackx, gunbacky;
	int thickxo, thickyo;
	int size = o->tsd.kgun.size;
	int invert = o->tsd.kgun.invert;
	int recoilx, recoily;

	draw_generic(o, w);
	/* Find x and y dist to player.... */
	dx = player_target->x+LASERLEADX*player_target->vx - o->x;
	dy = player_target->y+LASERLEADY*player_target->vy - (o->y + 20*invert);

	x1 = o->x-5 - game_state.x;
	y1 = o->y+(5*invert) - game_state.y + (SCREEN_HEIGHT/2);  
	crossbeam_y = y1 + (20*invert);

	wwvi_draw_line(w->window, gc, x1, y1, x1+5, crossbeam_y); 
	wwvi_draw_line(w->window, gc, x1+10, y1, x1+6, crossbeam_y);

	/* We're going to draw a swivelling dual gun turret.  Two */
	/* guns mounted on a crossbeam that kind of swivel around */
	/* in a 3-d looking way (but it's fake 3-d, of course.) */
	/* Kind of like this:
	 *
	 *                                         *  *
	 *                                         *  *     
	 *                                          **  
	 *                                          **
	 *                                   ***    **  ***   
	 *                                   ***    **  ***     
	 *                                    ***   **   ***
	 *                                    **************
	 *                                     ***        ***
	 *                                     ***        ***
	 *                                      ***        ***
	 *                                       *          * 
	 *                                        *          * 
	 *                                        *          * 
	 *                                         *          * 
	 *                                         *          * 
	 *
	 */

	/* First, scale the larger of dx,dy to 32, and the other by */
	/* a proportional amount (by similar triangles).  This is in */
	/* order to index into the vxy_2_dxy array. */
	
	adx = abs(dx);
	ady = abs(dy);

	/* Calculate indices into vxy_2_dxy array, xi, and yi */
	if (adx > ady) {
		xi = size;
		yi = (size * ady) / adx;
	} else {
		if (ady > adx) {
			yi = size;
			xi = (size * adx) / ady;
		} else { /* abs(dx) == abs(dy) */
			xi = size;
			yi = size;
		}
	}

	/* notice, using y component for x offset... */
	crossbeam_x1 = vxy_2_dxy[xi][yi].y;
	crossbeam_x2 = -crossbeam_x1;

	crossbeam_x1 += o->x - game_state.x;
	crossbeam_x2 += o->x - game_state.x;

	xoffset = crossbeam_x2 - crossbeam_x1;

	guntipx = vxy_2_dxy[xi][yi].x;
	guntipy = vxy_2_dxy[xi][yi].y;

	if (dy > 20)
		guntipy = -guntipy;
	if (dx < 0)
		guntipx = -guntipx;

	gunbackx = -guntipx;
	gunbacky = -guntipy;

	recoilx = 0;
	recoily = 0;

	if (o->tsd.kgun.recoil_amount != 0) {
		recoilx = gunbackx;
		recoily = gunbacky;

		recoilx = (recoilx * (o->tsd.kgun.recoil_amount)) >> 3;
		recoily = (recoily * (o->tsd.kgun.recoil_amount)) >> 3;
		o->tsd.kgun.recoil_amount--;
	}

	thickxo = -gunbacky >> 2; /* notice reversed x,y coords here, to get normal (right angle). */
	thickyo = gunbackx >> 2;  /* gun butt is 1/4 as thick as it is long. */

	guntipx = guntipx << 1; /* gun barrel is 2x as long as the butt of the gun. */
	guntipy = guntipy << 1;

	guntipx += crossbeam_x1 + recoilx;
	gunbackx += crossbeam_x1 + recoilx;
	guntipy += crossbeam_y + recoily;
	gunbacky += crossbeam_y + recoily;

	/* draw the crossbeam */	
	wwvi_draw_line(w->window, gc, crossbeam_x1, crossbeam_y, crossbeam_x2, crossbeam_y);

	/* draw the main barrels */
	wwvi_draw_line(w->window, gc, gunbackx, gunbacky, guntipx, guntipy);
	wwvi_draw_line(w->window, gc, gunbackx+xoffset, gunbacky, guntipx+xoffset, guntipy);

	/* draw the back edges of the gun butts */
	wwvi_draw_line(w->window, gc, gunbackx-thickxo, gunbacky-thickyo, 
			gunbackx+thickxo, gunbacky+thickyo);
	wwvi_draw_line(w->window, gc, gunbackx-thickxo+xoffset, gunbacky-thickyo, 
			gunbackx+thickxo+xoffset, gunbacky+thickyo);
	/* draw the front edges of the gun butts */
	wwvi_draw_line(w->window, gc, crossbeam_x1-thickxo+recoilx, crossbeam_y-thickyo+recoily, 
			crossbeam_x1+thickxo+recoilx, crossbeam_y+thickyo+recoily);
	wwvi_draw_line(w->window, gc, crossbeam_x1-thickxo+xoffset+recoilx, 
			crossbeam_y-thickyo+recoily, 
			crossbeam_x1+thickxo+xoffset+recoilx, 
			crossbeam_y+thickyo+recoily);

	/* draw the long sides of the gun butts */
	wwvi_draw_line(w->window, gc, gunbackx-thickxo, gunbacky-thickyo, 
			crossbeam_x1-thickxo+recoilx, crossbeam_y-thickyo+recoily);
	wwvi_draw_line(w->window, gc, gunbackx-thickxo+xoffset, gunbacky-thickyo, 
			crossbeam_x1-thickxo+xoffset+recoilx, crossbeam_y-thickyo+recoily);
	wwvi_draw_line(w->window, gc, gunbackx+thickxo, gunbacky+thickyo, 
			crossbeam_x1+thickxo+recoilx, crossbeam_y+thickyo+recoily);
	wwvi_draw_line(w->window, gc, gunbackx+thickxo+xoffset, gunbacky+thickyo, 
			crossbeam_x1+thickxo+xoffset+recoilx, crossbeam_y+thickyo+recoily);
	
}



/* this is an array of random values for use in picking
 * coordinates and colors for noise in the little radar 
 * screen.  We have to precompute and store this because
 * it's like snow on a tv tuned to no channel.  There's
 * a lot of it and it has to be painted FAST, and it's
 * CPU intensive.
 *
 * Why so much, why those values?  Empirically, these values
 * produce believable noise with no discernable pattern.
 * (smaller values had patterns I could see sometimes,
 * not that these values are ideal, but they work.)
 */
#define XRADARN 3313 /* should be 3 unequal primes */
#define YRADARN 223 
#define CRADARN 47

int xradarnoise[XRADARN];
int yradarnoise[YRADARN]; 
int cradarnoise[CRADARN];

void init_radar_noise()
{
	int i;

	for (i=0;i<XRADARN;i++) {
		xradarnoise[i] = randomn(SCREEN_WIDTH - 
			RADAR_LEFT_MARGIN - RADAR_RIGHT_MARGIN) + RADAR_LEFT_MARGIN;
	}
	for (i=0;i<YRADARN;i++) {
		yradarnoise[i] = randomn(RADAR_HEIGHT) + 
			SCREEN_HEIGHT - RADAR_YMARGIN - RADAR_HEIGHT;
	}
	for (i=0;i<CRADARN;i++) {
		cradarnoise[i] = randomn(NCOLORS);
	}
}

static void inline draw_on_radar(GtkWidget *w, struct game_obj_t *o, int y_correction)
{
	int radarx, radary;
	int x1, x2, y1, y2; 

	if (!o->radar_image)
		return;

	if (game_state.radar_state != RADAR_RUNNING)
		return;

	/* project game coordinates onto the radar coordiantes. */
	radary = SCREEN_HEIGHT - (RADAR_HEIGHT >> 1) - RADAR_YMARGIN + ((o->y * RADAR_HEIGHT) / 1500);
	radary = radary + y_correction;

	/* If object is off top or bottom of radar screen, don't draw it. */ 
	/* However, if it is a radar jammer, don't bail just yet. as we */
	/* still have to draw the noise that it makes, otherwise, the player */
	/* can subvert the jammer just by flying high enough that the jammer */
	/* goes off the bottom of the radar screen. */
	if (radary < SCREEN_HEIGHT - RADAR_HEIGHT - RADAR_YMARGIN 
		&& o->otype != OBJ_TYPE_JAMMER)
		return;
	if (radary > SCREEN_HEIGHT - RADAR_YMARGIN 
		&& o->otype != OBJ_TYPE_JAMMER)
		return;

	radarx = ((SCREEN_WIDTH - (RADAR_LEFT_MARGIN + RADAR_RIGHT_MARGIN)) * o->x) / WORLDWIDTH + RADAR_LEFT_MARGIN;

	/* o->radar image is mostly a boolean 0 or 1, indicating whether something's */
	/* on the radar at all, but I used value 2 to make bigger items on the radar. */
	/* and us it in calculating how to draw the little 'x' */
	x1 = radarx - o->radar_image;
	x2 = radarx + o->radar_image;
	y1 = radary - o->radar_image;
	y2 = radary + o->radar_image;


	/* Don't draw anything for radar jammer's themselves, */
	/* but do draw other stuff.. */	
	if (o->otype != OBJ_TYPE_JAMMER) {
		/* draw a little x.... */	
		if (o->otype == OBJ_TYPE_HUMAN || o->otype == OBJ_TYPE_PLAYER) {
			/* for the player and the humans, make them a little more */
			/* prominent. */
			if ((timer & 0x04) == 0x04) /* make 'em blink */
				return;
			gdk_gc_set_foreground(gc, &huex[o->color]);
			wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
			wwvi_draw_line(w->window, gc, x1, y2, x2, y1); 
			wwvi_draw_line(w->window, gc, x1, y2, x1, y1); 
			wwvi_draw_line(w->window, gc, x1, y1, x2, y1); 
			wwvi_draw_line(w->window, gc, x2, y1, x2, y2); 
			wwvi_draw_line(w->window, gc, x2, y2, x1, y2); 
			return;
		}
		gdk_gc_set_foreground(gc, &huex[o->color]);
		wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
		wwvi_draw_line(w->window, gc, x1, y2, x2, y1); 
	}

	/* Here's where we put noise on the screen. total_radar_noise */
	/* keeps track of how much noise we've already put on, as there's */
	/* no sense, once the maximum amount of noise has been reached, */
	/* to paint more noise over something already completely obscured */
	/* by noise.  Save the time by skipping, in that case. */
	if (o->otype == OBJ_TYPE_JAMMER && total_radar_noise < MAX_RADAR_NOISE) {
		int xdist, noisecount, i, nx, ny, nc;

		nc = randomn(CRADARN);
		nx = randomn(XRADARN);
		ny = randomn(YRADARN);
		if (nx >= XRADARN) nx = 0;
		if (ny >= YRADARN) ny = 0;
		if (nc >= CRADARN) nc = 0;

		/* based on distance from jammer, figure how much noise to paint. */
		xdist = abs(player_target->x - o->x);
		noisecount = 2000 - xdist;

		/* paint the noise... */
		for (i=0;i<noisecount;i++) {
			int x1, y1, x2, y2;
			gdk_gc_set_foreground(gc, &huex[cradarnoise[nc]]);
			x1 = xradarnoise[nx]-1;
			x2 = xradarnoise[nx]+1;
			y1 = yradarnoise[ny]-1;
			y2 = yradarnoise[ny]+1;
			wwvi_draw_line(w->window, gc, x1, y1, x2, y2);
			wwvi_draw_line(w->window, gc, x1, y2, x2, y1);
			nx++; if (nx >= XRADARN) nx = 0;
			ny++; if (ny >= YRADARN) ny = 0;
			nc++; if (nc >= CRADARN) nc = 0;
			total_radar_noise++;
			if (total_radar_noise >= MAX_RADAR_NOISE)
				break;
		}
	}
}

static inline int is_off_screen(struct game_obj_t *o)
{
	return ((o->x < (game_state.x - (SCREEN_WIDTH/3))) ||
		(o->x > (game_state.x + 4*(SCREEN_WIDTH/3))) ||
		(o->y < (game_state.y - (SCREEN_HEIGHT))) ||
		(o->y > (game_state.y + (SCREEN_HEIGHT))));
}

#ifdef DEBUG_TARGET_LIST
static inline void debug_adjust_target_list_count(struct game_obj_t *o, int *nitems_on_targetlist)
{
		/* some code for debugging the target list */
		if (o->ontargetlist)
			(*nitems_on_targetlist)++;
}

static inline void debug_draw_target_guidelines(GtkWidget *w, struct game_obj_t *o)
{
	int x1, y1;

	/* some code for debugging the target list */
	if (!o->ontargetlist)
		return;
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	x1 = o->x - game_state.x;
	y1 = o->y - game_state.y + (SCREEN_HEIGHT/2);  
	wwvi_draw_line(w->window, gc, x1-5, y1, x1+5, y1);
	wwvi_draw_line(w->window, gc, x1, y1-5, x1, y1+5);
} 

static inline void debug_display_target_list_count(GtkWidget *w, int total)
{
	char count[15];
	sprintf(count, "TL:%d", total);
	gdk_gc_set_foreground(gc, &huex[RED]);
	abs_xy_draw_string(w, count, TINY_FONT, 20, 20);
} 
#else
#define debug_adjust_target_list_count(x, y)
#define debug_draw_target_guidelines(x, y)
#define debug_display_target_list_count(x, y)
#endif


/* This gets called frame_rate_hz times every second (normally 30 times a sec) */
/* by main_da_expose().  Don't do anything slow in here. */
void draw_objs(GtkWidget *w)
{
	int i, radary;
#ifdef DEBUG_TARGET_LIST
	int nitems_on_targetlist = 0;
#endif

	/* figure where the center y of the radar screen is */
	radary = SCREEN_HEIGHT - (RADAR_HEIGHT >> 1) - RADAR_YMARGIN + ((player->y * RADAR_HEIGHT) / 1500);
	radary = (SCREEN_HEIGHT - (RADAR_HEIGHT >> 1)) - radary;

	total_radar_noise = 0; /* Each frame gets it's own allotment of noise. */
	for (i = 0; i <= highest_object_number; i++) {
		struct game_obj_t *o = &game_state.go[i];

		debug_adjust_target_list_count(o, &nitems_on_targetlist);

		if (!o->alive)
			continue; /* skip dead things. */

		draw_on_radar(w, o, radary);

		if (is_off_screen(o)) /* Don't draw offscreen things. */
			continue;

		debug_draw_target_guidelines(w, o);
		o->draw(o, w); /* Call object's specialized drawing function. */
	}
	debug_display_target_list_count(w, nitems_on_targetlist);
}

/* This is used by the "attract mode" screen for drawing the letters */
/* livecursorx, and livecursory are coords of a "cursor" which this */
/* routine automatically advances. */
static void draw_letter(GtkWidget *w, struct my_vect_obj **font, unsigned char letter)
{
	int i, x1, y1, x2, y2;

	if (letter == ' ') {
		livecursorx += font_scale[current_font]*2 + letter_spacing[current_font];
		return;
	}
	if (letter == '\n') {
		livecursorx = font_scale[current_font];
		livecursory += font_scale[current_font];
		return;
	}
	if (font[letter] == NULL) {
		return;
	}

	x1 = livecursorx + font[letter]->p[0].x;
	y1 = livecursory + font[letter]->p[0].y;
	for (i=0;i<font[letter]->npoints-1;i++) {
		if (font[letter]->p[i+1].x == LINE_BREAK) {
			i+=2;
			x1 = livecursorx + font[letter]->p[i].x;
			y1 = livecursory + font[letter]->p[i].y;
		}
		x2 = livecursorx + font[letter]->p[i+1].x;
		y2 = livecursory + font[letter]->p[i+1].y;
		wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
		/*wwvi_draw_line(w->window, gc, x1-1, y1+1, x2-1, y2+1); */
		x1 = x2;
		y1 = y2;
	}
	livecursorx += font_scale[current_font]*2 + letter_spacing[current_font];
}

/* Draws a string for the "attract mode", */
static void draw_string(GtkWidget *w, unsigned char *s) 
{

	unsigned char *i;

	for (i=s;*i;i++)
		draw_letter(w, gamefont[current_font], *i);  
}

/* draws a bunch of strings for the "attract mode." */
static void draw_strings(GtkWidget *w)
{
	int i;

	gdk_gc_set_foreground(gc, &huex[WHITE]); /*&huex[current_color]);*/
	for (i=0;i<ntextlines;i++) {
		/* printf("Drawing '%s' color=%d, x=%d, y=%d\n", 
			textline[i].string, current_color, 
			textline[i].x, textline[i].y); */
		livecursorx = textline[i].x;
		livecursory = textline[i].y;
		set_font(textline[i].font);
		draw_string(w, (unsigned char *) textline[i].string);
	}
}

/* Draws a letter in the given font at an absolute x,y coords on the screen. */
static void abs_xy_draw_letter(GtkWidget *w, struct my_vect_obj **font, 
		unsigned char letter, int x, int y)
{
	int i, x1, y1, x2, y2;

	if (letter == ' ' || letter == '\n' || letter == '\t' || font[letter] == NULL)
		return;

	for (i=0;i<font[letter]->npoints-1;i++) {
		if (font[letter]->p[i+1].x == LINE_BREAK)
			i+=2;
		x1 = x + font[letter]->p[i].x;
		y1 = y + font[letter]->p[i].y;
		x2 = x + font[letter]->p[i+1].x;
		y2 = y + font[letter]->p[i+1].y;
		if (x1 > 0 && x2 > 0)
			wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
	}
}

/* Used for floating labels in the game. */
/* Draws a string at an absolute x,y position on the screen. */ 
static void abs_xy_draw_string(GtkWidget *w, char *s, int font, int x, int y) 
{

	int i;	
	int deltax = font_scale[font]*2 + letter_spacing[font];

	for (i=0;s[i];i++)
		abs_xy_draw_letter(w, gamefont[font], s[i], x + deltax*i, y);  
}

/* Used for floating labels in the game. */
/* Draws a string at an absolute x,y position on the screen. */ 
/* Exactly like abs_xy_draw_string, but uses rainbow colors. */
static void rainbow_abs_xy_draw_string(GtkWidget *w, char *s, int font, int x, int y) 
{

	int i;	
	int deltax = font_scale[font]*2 + letter_spacing[font];
	int color;


		
	for (i=0;s[i];i++) {
		color = ((((x + deltax*i) * NRAINBOWCOLORS) / (SCREEN_WIDTH*2) + 
			((y * NRAINBOWCOLORS)/ (SCREEN_HEIGHT*2)) + timer) % NRAINBOWCOLORS) + NCOLORS + NSPARKCOLORS;
		gdk_gc_set_foreground(gc, &huex[color]);
		abs_xy_draw_letter(w, gamefont[font], s[i], x + deltax*i, y);  
	}
}


/* FIXME: what is the difference between thise, and the "abs" versions?  I forget. */
static void xy_draw_letter(GtkWidget *w, struct my_vect_obj **font, 
		unsigned char letter, int x, int y)
{
	int i, x1, y1, x2, y2;

	if (letter == ' ' || letter == '\n' || letter == '\t' || font[letter] == NULL)
		return;

	for (i=0;i<font[letter]->npoints-1;i++) {
		if (font[letter]->p[i+1].x == LINE_BREAK)
			i+=2;
		x1 = x + font[letter]->p[i].x - game_state.x;
		y1 = y + font[letter]->p[i].y - game_state.y + (SCREEN_HEIGHT/2);
		x2 = x + font[letter]->p[i+1].x - game_state.x;
		y2 = y + font[letter]->p[i+1].y - game_state.y + (SCREEN_HEIGHT/2);
		if (x1 > 0 && x2 > 0)
			wwvi_draw_line(w->window, gc, x1, y1, x2, y2); 
		/* wwvi_draw_line(w->window, gc, x1-1, y1+1, x2-1, y2+1); */
	}
}

/* FIXME, what is the diff between this and the "abs" version? */
static void xy_draw_string(GtkWidget *w, char *s, int font, int x, int y) 
{

	int i;	
	int deltax = font_scale[font]*2 + letter_spacing[font];

	for (i=0;s[i];i++)
		xy_draw_letter(w, gamefont[font], (unsigned char) s[i], x + deltax*i, y);  
}


static void add_laserbolt(int x, int y, int vx, int vy, int color, int time)
{
	add_generic_object(x, y, vx, vy, laserbolt_move, laserbolt_draw,
		color, &spark_vect, 0, OBJ_TYPE_SPARK, time);
}

static void add_bright_spark(int x, int y, int vx, int vy, int time)
{
	add_generic_object(x, y, vx, vy, spark_move, bright_spark_draw,
		YELLOW, &spark_vect, 0, OBJ_TYPE_SPARK, time);
}

static void add_spark(int x, int y, int vx, int vy, int time)
{
	if (brightsparks)
		add_generic_object(x, y, vx, vy, spark_move, bright_spark_draw,
			YELLOW, &spark_vect, 0, OBJ_TYPE_SPARK, time);
	else
		add_generic_object(x, y, vx, vy, spark_move, spark_draw,
			YELLOW, &spark_vect, 0, OBJ_TYPE_SPARK, time);
}

static void add_pixie_dust(int x, int y, int vx, int vy, int time)
{
	add_generic_object(x, y, vx, vy, pixie_dust_move, pixie_dust_draw,
		WHITE, &spark_vect, 0, OBJ_TYPE_PIXIE_DUST, time);
}

/* Modify *value by a random amount that is a percentage of a difference. */
/* This is used by the recursive routine which makes the ground fractal */
/* to displace the midpoints */
void perturb(int *value, int lower, int upper, double percent)
{
	double perturbation;

	perturbation = percent * (lower - upper) * ((0.0 + random()) / (0.0 + RAND_MAX) - 0.5);
	*value += perturbation;
	return;
}

/* Used to add the lisp code that leaks out of the blimps. */
static void add_symbol(int c, int myfont, int x, int y, int vx, int vy, int time)
{	
	struct my_vect_obj **font = gamefont[myfont];
	if (font[c] != NULL)
		add_generic_object(x, y, vx, vy, symbol_move, draw_generic,
			WHITE, font[c], 0, OBJ_TYPE_SYMBOL, time);
}

/* Used to add the floating scores, "Woohoo!" and "Help!" messages */
static void add_floating_message(char *msg, int font, int x, int y, int vx, int vy, int time)
{
	struct game_obj_t *o;
	o = add_generic_object(x, y, vx, vy, floating_message_move, 
		floating_message_draw, WHITE, NULL, 0,
		OBJ_TYPE_FLOATING_MESSAGE, time);
	if (o == NULL)
		return;
	strncpy((char *) o->tsd.floating_message.msg, msg, 20);
	o->tsd.floating_message.font = font;
}

static void add_score_floater(int x, int y, int score)
{
	char message[20];
	int vx, vy;
	sprintf(message, "%d", score);
	vx = game_state.go[0].vx * 2;
	vy = -7;
/*
	if (x is offscreen)
		return;
	if (y is offscreen)
		return;
	if (x is mostly to the left)
		vx = -4;
	else
		vx = 4;

	if (y is mostly to the bottom)
		vy = -4; 
	else
		vy = +4;
*/
	add_floating_message(message, SMALL_FONT, x, y, vx, vy, 20);
		
}

static void add_floater_message(int x, int y, char *msg)
{
	add_floating_message(msg, SMALL_FONT, x, y, game_state.go[0].vx * 2, -7, 20);
}

/* recurseive function to generate a terrain map between indexes
 * xi1 and xi2 in the terrain array. */ 
void generate_sub_terrain(struct terrain_t *t, int xi1, int xi2)
{
	int midxi;
	int y1, y2, y3, tmp;
	int x1, x2, x3;


	/* find the middle index, if there is no in between */
	/* index, we're done, it's a terminal case. */
	midxi = (xi2 - xi1) / 2 + xi1;
	if (midxi == xi2 || midxi == xi1)
		return;

	/* Find the midpoint, x3,y3 between the given end points, x1,y1, x2,y2. */
	y1 = t->y[xi1];
	y2 = t->y[xi2];
	if (y1 > y2) {
		tmp = y1;
		y1 = y2;
		y2 = tmp;
	}
	y3 = ((y2 - y1) / 2) + y1;

	x1 = t->x[xi1];
	x2 = t->x[xi2];
	if (x1 > x2) {
		tmp = x1;
		x1 = x2;
		x2 = tmp;
	}
	x3 = ((x2 - x1) / 2) + x1;

	/* if there is a relatively large scale distance between the given */
	/* endpoints, perturb the midpoint by a factor apprpriate to the */
	/* large scale, otherwise by a factor apppropriate for the small scale. */
	if ((x2 - x1) > 1000) {	
		perturb(&x3, x2, x1, level.large_scale_roughness);
		do { 
			perturb(&y3, x2, x1, level.large_scale_roughness);
		} while ((KERNEL_Y_BOUNDARY - y3) > -250);
	} else {
		perturb(&x3, x2, x1, level.small_scale_roughness);
		do { 
			perturb(&y3, x2, x1, level.small_scale_roughness);
		} while ((KERNEL_Y_BOUNDARY - y3) > -250);
	}

	t->x[midxi] = x3;
	t->y[midxi] = y3;
	/* printf("gst %d %d\n", x3, y3);*/

	/* recursively generate more terrain between x1,y1, x3,y3, */
	/* and between x3,y3, and x2,y2 */
	generate_sub_terrain(t, xi1, midxi);
	generate_sub_terrain(t, midxi, xi2);
}

static struct game_obj_t *add_volcano(struct terrain_t *t, int x, int y);
void generate_terrain(struct terrain_t *t)
{
	int volcanox, volcanoi;
	int i, vi1, vi2, vi3, vi4, vi5;

	/* Set up the intial endpoints of the terrain. */
	t->npoints = TERRAIN_LENGTH;
	t->x[0] = 0;
	t->y[0] = 100;
	t->x[t->npoints-1] = WORLDWIDTH;
	t->y[t->npoints-1] = t->y[0];

	/* generate_sub_terrain(t, 0, t->npoints-1);*/
	
	/* put a volcano in... */
	volcanox = WORLDWIDTH / VOLCANO_XFRACTION;
	volcanoi = t->npoints / VOLCANO_XFRACTION;

	vi1 = volcanoi - 30;
	vi2 = volcanoi - 3;
	vi3 = volcanoi;
	vi4 = volcanoi + 3;
	vi5 = volcanoi + 30;

	t->x[vi1] = volcanox - (WORLDWIDTH * 30 / TERRAIN_LENGTH);
	t->x[vi2] = volcanox - (WORLDWIDTH * 5 / TERRAIN_LENGTH);
	t->x[vi3] = volcanox;
	t->x[vi4] = volcanox + (WORLDWIDTH * 5 / TERRAIN_LENGTH);
	t->x[vi5] = volcanox + (WORLDWIDTH * 30 / TERRAIN_LENGTH);
	
	t->y[vi1] = 100;
	t->y[vi2] = -550;
	t->y[vi3] = -500;
	t->y[vi4] = -550;
	t->y[vi5] = 100;

	/* generate the terrain around and including the volcano. */
	generate_sub_terrain(t, 0, vi1);
	generate_sub_terrain(t, vi1, vi2);
	generate_sub_terrain(t, vi2, vi3);
	generate_sub_terrain(t, vi3, vi4);
	generate_sub_terrain(t, vi4, vi5);
	generate_sub_terrain(t, vi5, t->npoints-1);

	/* Put the volcano where he needs to be. */
	volcano_obj = add_volcano(t, volcanox, t->y[vi3]);

	/* calculate slopes */
	for (i=0;i<t->npoints-2;i++)
		t->slope[i] = (100*(t->y[i+1] - t->y[i]) / (t->x[i+1] - t->x[i]) );
	t->slope[t->npoints-1] = 0;
}

/* allocate and create a set of random connected lines near a point
 * to use as the shapes for debris. */
static struct my_vect_obj *init_debris_vect(struct my_vect_obj **v, struct my_point_t **p)
{
	int i, n;

	n = randomab(2,5);
	*v = (struct my_vect_obj *) malloc(sizeof(**v));
	*p = (struct my_point_t *) malloc(sizeof(**p) * n);
	if (!*v || !*p) {
		if (*v)
			free(*v);
		if (*p)
			free (*p);
		return NULL;
	}

	(*v)->p = *p;
	(*v)->npoints = n;
	
	for (i=0;i<n;i++) {
		(*p)[i].x = randomn(20)-10;
		(*p)[i].y = randomn(10)-5;
	}
	return *v;
}

static void make_debris_forms()
{
	int i;

	for (i=0;i<NDEBRIS_FORMS;i++)
		init_debris_vect(&debris_vect[i], &debris_point[i]);
}

static void free_debris_forms()
{
	int i;

	for (i=0;i<NDEBRIS_FORMS;i++) {
		free(debris_vect[i]);
		free(debris_point[i]);
	}
}

/* Spray chunks of debris from a given point x,y, with initial velocity vx,vy
 * and with radiating velocity r.  Used in explosions. */
static void spray_debris(int x, int y, int vx, int vy, int r, struct game_obj_t *victim, int metal)
{
	int i, z; 
	struct game_obj_t *o;

	for (i=0;i<=16;i++) {
		z = find_free_obj();
		if (z < 0)
			return;
		o = &game_state.go[z];
		o->last_xi = -1;
		o->x = x;
		o->y = y;
		o->otype = OBJ_TYPE_DEBRIS;
		o->move = bridge_move;
		o->draw = draw_generic;
		o->destroy = generic_destroy_func;
		o->alive = 5*frame_rate_hz + randomn(frame_rate_hz);	
		o->color = victim->color;
		o->radar_image = 1;
		/* add_target(o);*/
		/* o->vx = (int) ((-0.5 + random() / (0.0 + RAND_MAX)) * (r + 0.0) + (0.0 + vx));*/
		/* o->vy = (int) ((-0.5 + random() / (0.0 + RAND_MAX)) * (r + 0.0) + (0.0 + vy));*/
		o->vx = randomn(r) - (r >> 1) + vx;	
		o->vy = randomn(r) - (r >> 1) + vy;	
		o->tsd.debris.debris_type = metal;
		o->v = debris_vect[randomn(NDEBRIS_FORMS)];
	}
}

/* for picking random locations of objects at level startup. */
static int initial_x_location(struct level_obj_descriptor_entry *entry, int i) 
{
	int x;

	if (entry == NULL || entry->x == DO_IT_RANDOMLY) {
		/* don't put things on or near the volcano. */	
		do {
			x = randomn(TERRAIN_LENGTH - 40) + 40;
		} while (abs(volcano_obj->x - terrain.x[x]) < 800);
		return x;
	}

	x = ((entry->x * (TERRAIN_LENGTH - 40))/100) + 40;
	x += i * (entry->xoffset * (TERRAIN_LENGTH - 40))/100;
	return x;
}

static struct game_obj_t *add_flak_gun(int x, int y, int laser_speed, int color, struct game_obj_t *attached_to) 
{
	struct game_obj_t *o;
	o = add_generic_object(x, y, 0, 0, kgun_move, kgun_draw, 
		color, &inverted_kgun_vect, 1, OBJ_TYPE_KGUN, 1);
	if (o) {
		o->tsd.kgun.size = 31;
		o->tsd.kgun.velocity_factor = laser_speed;
		o->tsd.kgun.invert = -1;
		o->tsd.kgun.bank_shot_factor = 1;
		o->tsd.kgun.attached_to = attached_to;
		o->uses_health = 1;
		o->health.maxhealth = level.kgun_health;
		if (attached_to != NULL) {
			/* make sure guns attached to octopi and airships are */
			/* not trivially easy to kill. */
			if (o->health.maxhealth < 4)
				o->health.maxhealth = 4;
		}
		o->health.health = o->health.maxhealth;
		o->health.prevhealth = -1;
		o->above_target_y = -27;
		o->below_target_y = 20;
		level.nflak++;
	}
	return o;
}

static void add_flak_guns(struct terrain_t *t, 
	struct level_obj_descriptor_entry *entry, int laser_speed)
{
	int i, xi;
	struct game_obj_t *o;

	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		o = add_flak_gun(t->x[xi], t->y[xi] - 7, laser_speed, RED, NULL);
		if (o)
			o->debris_form = o->v;  /* for the guns, just the base... */
	}
}

static struct game_obj_t *add_truss(int x, int y, int height, 
	int bottom_width, int top_width, int color)
{
	struct game_obj_t *o;
	o = add_generic_object(x, y, 0, 0, truss_move, truss_draw, 
		color, NULL, 1, OBJ_TYPE_TRUSS, 1);
	if (o == NULL)
		return o;
	o->tsd.truss.top_width = top_width;
	o->tsd.truss.bottom_width = bottom_width;
	o->tsd.truss.height = height;
	o->above_target_y = -height/2;
	o->below_target_y = height/2;
	o->gun_location = truss_gun_location;
	return o;
} 

struct game_obj_t *add_truss_tower(int x, int y, int ntrusses, int inverted, 
	int taper, int color, int width, int height, int health)
{
	int i;
	struct game_obj_t *o, *p;
	int top_width, bottom_width;
	int ty;


	top_width = width;
	bottom_width = width;
	if (inverted) {
		inverted = -1;
		top_width -= taper;
	} else {
		inverted = 1;
		bottom_width -= taper;
	}

	o = NULL;
	p = NULL;
	for (i = 0; i < ntrusses; i++) {
		ty = y + (inverted * (height/2 + (height*i)));
		o = add_truss(x, ty, height, bottom_width, top_width, color);
		if (o == NULL) {
			struct game_obj_t *x, *next;

			for (x = p; x != NULL; x = next ) {
				next = x->tsd.truss.above;
				kill_object(x);
			}
			p = NULL;
			break;
		}
		o->uses_health = 1;
		o->health.maxhealth = health;
		o->health.health = o->health.maxhealth;
		o->health.prevhealth = -1;
		if (i != 0) {
			o->tsd.truss.above = p;
			p->tsd.truss.below = o;
		} else 
			o->tsd.truss.above = NULL;
		p = o;
		p->tsd.truss.below = NULL;

		bottom_width -= taper;
		top_width -= taper;
	}
	return p;
}

static void add_kernel_guns(struct terrain_t *t, 
	struct level_obj_descriptor_entry *entry, int laser_speed)
{
	int i, xi;
	int ntrusses;
	struct game_obj_t *o, *p;


	o = NULL;
	p = NULL;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		ntrusses = randomn(9)+3;

		p = add_truss_tower(t->x[xi], KERNEL_Y_BOUNDARY, ntrusses, 0,
			0, RED, 20, 20, level.kgun_health);
		if (p == NULL)
			break;

		o = add_generic_object(t->x[xi], p->y + 10 + 25, 0, 0, 
			kgun_move, kgun_draw, RED, &kgun_vect, 1, OBJ_TYPE_KGUN, 1);
		if (o != NULL) {
			level.nkguns++;
			o->uses_health = 1;
			o->health.prevhealth = -1;
			o->health.maxhealth = level.kgun_health;
			o->health.health = o->health.maxhealth;
			o->tsd.kgun.size = 31;	/* biggest size */
			o->tsd.kgun.invert = 1;	/* this means hanging upside down */
			o->tsd.kgun.velocity_factor = laser_speed;
			o->tsd.kgun.bank_shot_factor = 1;
			o->tsd.kgun.attached_to = p;
			o->below_target_y = 27;
			o->above_target_y = -20;
		}
		if (p != NULL)
			p->tsd.truss.below = o;
	}
}

static void add_tesla_towers(struct terrain_t *t, 
	struct level_obj_descriptor_entry *entry)
{
	int i, xi;
	int ntrusses;
	struct game_obj_t *o, *p;

	o = NULL;
	p = NULL;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		ntrusses = randomn(9)+3;

		p = add_truss_tower(t->x[xi], KERNEL_Y_BOUNDARY, ntrusses, 0,
			2, RED, 40, 20, 25);
		if (p == NULL)
			break;

		o = add_generic_object(t->x[xi], p->y + 10 + 25, 0, 0, 
			tesla_tower_move, tesla_tower_draw, WHITE, &tesla_vect, 1, OBJ_TYPE_TESLA, 1);
		if (o != NULL) {
			o->uses_health = 1;
			o->health.prevhealth = -1;
			o->health.maxhealth = level.kgun_health;
			o->health.health = o->health.maxhealth;
			o->tsd.tesla.invert = 0;
			o->tsd.tesla.targetx = o->x;
			o->tsd.tesla.targety = o->y;
			o->tsd.tesla.discharging = 0;
			o->tsd.tesla.close_enough = 0;
			o->tsd.tesla.time_to_discharge = 0;
			o->tsd.tesla.attached_to = p;
			o->below_target_y = 27;
			o->above_target_y = -20;
		}
		if (p != NULL)
			p->tsd.truss.below = o;
	}
}

static void add_rockets(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	int i, xi;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		add_generic_object(t->x[xi], t->y[xi] - 7, 0, 0, 
			rocket_move, draw_generic, WHITE, &rocket_vect, 1, OBJ_TYPE_ROCKET, 1);
		level.nrockets++;
	}
}

static void add_big_rockets(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	int i, xi;
	struct game_obj_t *o;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		o = add_generic_object(t->x[xi], t->y[xi] - 15, 0, 0, 
			big_rocket_move, draw_generic, WHITE, &big_rocket_vect, 1, OBJ_TYPE_BIG_ROCKET, 1);
		if (o != NULL) {
			o->above_target_y = -35;
			o->below_target_y = 15;
			level.nbigrockets++;
		}
	}
}

static void add_pilot(int pilotx, int piloty, int pilotvx, int pilotvy) 
{
	struct game_obj_t *pilot;
	pilot = add_generic_object(pilotx, piloty, pilotvx, pilotvy, 
		pilot_move, draw_generic, WHITE, 
		&jetpilot_vect_left, 1, OBJ_TYPE_JETPILOT, 1);
}

static void add_jets(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	struct game_obj_t *o;
	int i, xi;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		o = add_generic_object(t->x[xi], KERNEL_Y_BOUNDARY + 5, 0, 0, 
			jet_move, draw_generic, WHITE, &jet_vect, 1, OBJ_TYPE_JET, 1);
		if (o) {
			/* in case jets get shot down, they turn into bombs, so need this... */
			o->tsd.bomb.bank_shot_factor = 1;
			level.njets++;
		}
	}
}

/* Insert the points in one list into the middle of another list */
/* This is used by the routines which create the building shapes to */
/* embelish the buildings with various ornamentation. */
static void insert_points(struct my_point_t host_list[], int *nhost, 
		struct my_point_t injection[], int ninject, 
		int injection_point)
{
	/* make room for the injection */
	memmove(&host_list[injection_point + ninject], 
		&host_list[injection_point], 
		(*nhost - injection_point) * sizeof(host_list[0]));

	/* make the injection */
	memcpy(&host_list[injection_point], &injection[0], (ninject * sizeof(injection[0])));
	*nhost += ninject;
}

static void embellish_roof(struct my_point_t *building, int *npoints, int left, int right);
static void indent_roof(struct my_point_t *building, int *npoints, int left, int right);

static struct my_point_t mosquey_roof[] = {
		{ -10, 0 },
		{ -15, -5 },
		{ -17, -10 },
		{ -15, -15 },
		{  -5, -25 },
		{  0, -35 },
		{  5, -25 },
		{ 15, -15 },
		{ 17, -10 },
		{ 15, -5 },
		{ 10, 0 },
	};
static void add_mosquey_roof(struct my_point_t *building, int *npoints, int left, int right)
{
	struct my_point_t p[ sizeof(mosquey_roof)/  sizeof(mosquey_roof[0])];
	int i;
	int width;
	double factor;

	if (building[right].x - building[left].x > 30) {
		/* only looks good on narraw buildings, if it's too wide */
		/* skip the mosquey roof and just indent */
		indent_roof(building, npoints, left, right);
		return;
	}

	memcpy(p, mosquey_roof, sizeof(mosquey_roof));

	width = building[right].x - building[left].x; 
	factor = (0.0 + width) / 20.0;

	for (i=0;i<ARRAY_SIZE(p);i++) {
		p[i].x = (p[i].x * factor) + building[left].x + (10 * factor);
		p[i].y = (p[i].y * factor) + building[left].y;
	}
	insert_points(building, npoints, p, ARRAY_SIZE(mosquey_roof), right);
	
	return;
}

static void peak_roof(struct my_point_t *building, int *npoints, int left, int right)
{
	struct my_point_t p;
	int height;
	height = randomab(20,140);
	height = (int) (height * (building[right].x-building[left].x) / 100.0);
	if (height > 60)
		height = 60;

	p.x = ((building[right].x - building[left].x) / 2) + building[left].x;
	p.y = building[right].y - height;

	insert_points(building, npoints, &p, 1, right);
	
	return;
}

static void turret_roof(struct my_point_t *building, int *npoints, int left, int right)
{
	struct my_point_t p[8];
	int height, indent, width;
	int old_npoints;

	width = randomab(15,30);
	height = randomab(20,60);
	indent = randomab(0,10);
	height = (int) (height * (building[right].x-building[left].x) / 100.0);
	indent = (int) (indent * (building[right].x-building[left].x) / 100.0);
	width = (int) (width * (building[right].x-building[left].x) / 100.0);
	
	p[0].x = building[left].x - indent;
	p[0].y = building[left].y - indent;

	p[1].x = p[0].x;
	p[1].y = p[0].y - height;

	p[2].x = p[1].x + width;
	p[2].y = p[1].y;

	p[3].x = p[2].x;
	p[3].y = p[0].y;

	p[4].x = building[right].x - width + indent; 
	p[4].y = p[3].y;

	p[5].x = p[4].x; 
	p[5].y = p[4].y - height;

	p[6].x = p[5].x + width; 
	p[6].y = p[5].y;

	p[7].x = p[6].x; 
	p[7].y = p[6].y + height;

	insert_points(building, npoints, p, 8, right);
	old_npoints = *npoints;

	embellish_roof(building, npoints, left+2, left+3);

	embellish_roof(building, npoints, left+6 + *npoints - old_npoints, left+7 + *npoints -old_npoints);
	embellish_roof(building, npoints, left+4 + *npoints - old_npoints, left+5 + *npoints -old_npoints);

	return;
}

static void indent_roof(struct my_point_t *building, int *npoints, int left, int right)
{
	struct my_point_t p[4];
	int indent;
	int height;
	indent = randomab(5,25);
	height = randomab(-20,30);

	height = (int) (height * (building[right].x-building[left].x) / 100.0);
	indent = (int) (indent * (building[right].x-building[left].x) / 100.0);
	
	p[0].x = building[left].x + indent;
	p[0].y = building[left].y;

	p[1].x = p[0].x;
	p[1].y = building[left].y - height;
	p[2].x = building[right].x - indent;
	p[2].y = p[1].y;
	p[3].x = p[2].x;
	p[3].y = building[right].y;

	insert_points(building, npoints, p, 4, right);
	embellish_roof(building, npoints, left+4, left+5);
	embellish_roof(building, npoints, left+2, left+3);

	return;
}

static void addtower_roof(struct my_point_t *building, int *npoints, int left, int right)
{

	return;
}

static void crenellate_roof(struct my_point_t *building, int *npoints, int left, int right)
{
	return;
}


static void embellish_roof(struct my_point_t *building, int *npoints, int left, int right)
{
	int r = randomn(10);

	switch (r) {
		case 1: peak_roof(building, npoints, left, right);
			break;
		case 2:turret_roof(building, npoints, left, right);
			break;
		case 3: add_mosquey_roof(building, npoints, left, right);
			break;
		case 4:
		case 5: indent_roof(building, npoints, left, right);
			break;
		case 8: crenellate_roof(building, npoints, left, right);
			break;
		case 9: addtower_roof(building, npoints, left, right);
			break;
		default:
			break;
	}
}

static void add_window(struct my_point_t *building, int *npoints, 
		int x1, int y1, int x2, int y2)
{
	/* printf("aw: npoints = %p\n", npoints); fflush(stdout); */
	if (*npoints > 1000) {
		/* printf("npoints = %d\n", *npoints); fflush(stdout); */
		return;
	}
	building[*npoints].x = LINE_BREAK; 
	building[*npoints].y = LINE_BREAK; *npoints += 1;
	building[*npoints].x = x1; 
	building[*npoints].y = y1; *npoints += 1;
	building[*npoints].x = x1; 
	building[*npoints].y = y2; *npoints += 1;
	building[*npoints].x = x2; 
	building[*npoints].y = y2; *npoints += 1;
	building[*npoints].x = x2; 
	building[*npoints].y = y1; *npoints += 1;
	building[*npoints].x = x1; 
	building[*npoints].y = y1; *npoints += 1;
}

static void add_windows(struct my_point_t *building, int *npoints, 
		int x1, int y1, int x2, int y2)
{
	int nwindows;
	int xindent, yindent;
	int spacing;
	int width;
	int i;

	/* printf("aws: npoints = %p\n", npoints); fflush(stdout); */
	xindent = randomab(5, 20);
	yindent = randomab(5, 20);
	spacing = randomab(3, 15);
	x2 -= xindent;
	x1 += xindent;
	y1 -= yindent;
	y2 += yindent;
	/* printf("add_windows, %d,%d  %d,%d\n", x1, y1, x2, y2); */

	if (x2 - x1 < 30)
		return;
	if (y1 - y2 < 20)
		return;

	nwindows = randomab(1, 5);
	width = (x2-x1) / nwindows; 
	/* printf("adding %d windows, *npoints = %d\n", nwindows, *npoints); */
	for (i=0;i<nwindows;i++) {
		/* printf("Adding window -> %d, %d, %d, %d, npoints = %d\n",
			x1 + (i*width), y1, x1 + (i+1)*width - spacing, y2, *npoints);
		fflush(stdout); */
		add_window(building, npoints,
			x1 + (i*(width)), y1, x1 + (i+1)*(width) - spacing, y2);
	}
	return;
}

static void embellish_building(struct my_point_t *building, int *npoints)
{
	int x1, y1, x2, y2;

	x1 = building[0].x;
	y1 = building[0].y;
	x2 = building[2].x;
	y2 = building[2].y;
	embellish_roof(building, npoints, 1, 2);
	add_windows(building, npoints, x1, y1, x2, y2);
	return;
}

#if 0
int find_free_obj()
{
	int i;
	for (i=0;i<MAXOBJS;i++)
		if (!game_state.go[i].alive)
			return i;
	return -1;
}
#endif

static inline void clearbit(unsigned int *value, unsigned char bit)
{
	*value &= ~(1 << bit);
}


int find_free_obj()
{
	int i, j, answer;
	unsigned int block;

	/* this might be optimized by find_first_zero_bit, or whatever */
	/* it's called that's in the linux kernel.  But, it's pretty */
	/* fast as is, and this is portable without writing asm code. */
	/* Er, portable, except for assuming an int is 32 bits. */

	for (i=0;i<NBITBLOCKS;i++) {
		if (free_obj_bitmap[i] == 0xffffffff) /* is this block full?  continue. */
			continue;

		/* I tried doing a preliminary binary search using bitmasks to figure */
		/* which byte in block contains a free slot so that the for loop only */
		/* compared 8 bits, rather than up to 32.  This resulted in a performance */
		/* drop, (according to the gprof) perhaps contrary to intuition.  My guess */
		/* is branch misprediction hurt performance in that case.  Just a guess though. */

		/* undoubtedly the best way to find the first empty bit in an array of ints */
		/* is some custom ASM code.  But, this is portable, and seems fast enough. */
		/* profile says we spend about 3.8% of time in here. */
	
		/* Not full. There is an empty slot in this block, find it. */
		block = free_obj_bitmap[i];			
		for (j=0;j<32;j++) {
			if (block & 0x01) {	/* is bit j set? */
				block = block >> 1;
				continue;	/* try the next bit. */
			}

			/* Found free bit, bit j.  Set it, marking it non free.  */
			free_obj_bitmap[i] |= (1 << j);
			answer = (i * 32 + j);	/* return the corresponding array index, if in bounds. */
			if (answer < MAXOBJS) {
				if (game_state.go[answer].next != NULL || game_state.go[answer].prev != NULL ||
					game_state.go[answer].ontargetlist) {
						printf("T%c ", game_state.go[answer].otype);
				}
				game_state.go[answer].ontargetlist=0;
				if (answer > highest_object_number)
					highest_object_number = answer;
				return answer;
			}
			return -1;
		}
	}
	return -1;
}

static void add_building(struct terrain_t *t, int xi)
{
	int npoints = 0;
	int height;
	int width;
	struct my_point_t scratch[1000];
	struct my_point_t *building;
	struct my_vect_obj *bvec; 
	int objnum;
	struct game_obj_t *o;
	int i, x, y;
	int roofy;

	memset(scratch, 0, sizeof(scratch[0]) * 1000);
	objnum = find_free_obj();
	if (objnum == -1)
		return;

	height = randomab(50, 300); 
	width = randomab(5,MAXBUILDING_WIDTH);
	scratch[0].x = t->x[xi];	
	scratch[0].y = t->y[xi];	

	/* choose the roof level to be based on the highest of the left 
	   or right side of terrain on which the building is set. */
	roofy = t->y[xi] < t->y[xi+width] ? t->y[xi] - height : t->y[xi+width] - height;

	scratch[1].x = scratch[0].x;
	scratch[1].y = roofy;
	scratch[2].x = t->x[xi+width];
	scratch[2].y = roofy;        /* make roof level, even if ground isn't. */
				     /* FIXME< roof level may be _below_ of */
				     /*of the gournd points, not good.. */
	scratch[3].x = scratch[2].x;
	scratch[3].y = t->y[xi+width];
	npoints = 4;

	y = scratch[1].y;
	x = ((scratch[2].x - scratch[0].x) / 2) + scratch[0].x;

	for (i=0;i<npoints;i++) {
		scratch[i].x -= x;
		scratch[i].y -= y;
	}

	embellish_building(scratch, &npoints);

	building = malloc(sizeof(scratch[0]) * npoints);
	bvec = malloc(sizeof(bvec));
	if (building == NULL || bvec == NULL)
		return;

	memcpy(building, scratch, sizeof(scratch[0]) * npoints);
	bvec->p = building;
	bvec->npoints = npoints;

	o = &game_state.go[objnum];
	o->x = x;
	o->y = y;
	o->vx = 0;
	o->vy = 0;
	o->v = bvec;
	o->move = no_move;
	o->otype = OBJ_TYPE_BUILDING;
	add_target(o);
	o->color = BLUE;
	o->alive = 1;
	o->draw = draw_generic;
	o->move = NULL;
	o->destroy = generic_destroy_func;
	/* printf("b, x=%d, y=%d\n", x, y); */
}

void free_buildings()
{
	int i;
	for (i=0;i<MAXOBJS;i++) {
		if (game_state.go[i].otype == OBJ_TYPE_BUILDING && game_state.go[i].alive) {
			free(game_state.go[i].v->p);
			free(game_state.go[i].v);
			game_state.go[i].v = NULL;
		}
	}
}

static void add_buildings(struct terrain_t *t)
{
	int xi, i;
	int volcanoi;

	volcanoi = t->npoints / VOLCANO_XFRACTION;

	for (i=0;i<level.nbuildings;i++) {
		xi = volcanoi + 5 + 
			randomn(TERRAIN_LENGTH-MAXBUILDING_WIDTH-volcanoi-6);
		add_building(t, xi);
	}
}

static int find_dip(struct terrain_t *t, int n, int *px1, int *px2, int minlength)
{
	/*	Find the nth dip in the terrain, over which we might put a bridge. */

	int i, j, x1, x2, found, highest, lowest;
	/* printf("top of find_dip, n=%d\n", n); */

	found=0;

	/* make sure we don't put a bridge across the caldera of the volcano */
	x1 = t->npoints / VOLCANO_XFRACTION + 5;
	x2 = x1; /* make the compiler quit bitching. */

	for (i=0;i<n;i++) {
		for (;x1<TERRAIN_LENGTH-100;x1++) {
			for (x2=x1+5; t->x[x2] - t->x[x1] < minlength; x2++)
				/* do nothing in body of for loop */ 
				;
			highest = 60000; /* highest altitude, lowest y value */
			lowest = -1; /* lowest altitude, highest y value */
			
			for (j=x1+1; j<x2-1;j++) {
				if (t->y[j] < highest)
					highest = t->y[j];
				if (t->y[j] > lowest)
					lowest = t->y[j];
			}

			/* Lowest point between x1,x2 must be at least 100 units deep */
			if (lowest - t->y[x1] < 100 || lowest - t->y[x2] < 100)
				continue; /* not a dip */

			/* highest point between x1,x2 must be lower than both */
			if (t->y[x1] >= highest || t->y[x2] >= highest)
				continue; /* not a dip */
	
			/* printf("found a dip x1=%d, x2=%d.\n", x1, x2); */
			break;
		}
		if (x1 >= TERRAIN_LENGTH-100)
			break;
		found++;
		if (found == n)
			break;
		x1 = x2;
	}
	/* printf("found %d dips.\n", found); */
	if (found == n) {
		*px1 = x1;
		*px2 = x2;
		return 0;
	}
	return -1;
}

static void add_bridge_piece(int x, int y)
{
	add_generic_object(x, y, 0, 0, no_move, draw_generic, RED, &bridge_vect, 1, OBJ_TYPE_BRIDGE, 1);
}

static void add_bridge_column(struct terrain_t *t, 
	int rx, int ry,  /* real coords */
	int x1, int x2) /* index into terrain */
{
	int i, terminal_y;
	i = x1;

	/* printf("add_bridge_column, rx =%d, ry=%d, x1 = %d, x2=%d\n", rx, ry, x1, x2); */
	while (t->x[i] <= rx && i <= x2)
		i++;
	if (i>x2)  /* we're at the rightmost end of the bridge, that is, done. */
		return;

	terminal_y = interpolate(rx, t->x[i-1], t->y[i-1], t->x[i], t->y[i]);
	/* printf("term_y = %d, intr(%d, %d, %d, %d, %d)\n", 
		terminal_y, rx, t->y[i-1], t->x[i-1], t->y[i], t->x[i]); */

	if (ry > terminal_y) /* shouldn't happen... */
		return;

	do {
		add_bridge_piece(rx, ry);
		ry += 8;
	} while (ry <= terminal_y);
	return;
}

static void add_bridge(struct terrain_t *t, int x1, int x2)
{
	int x, y;
	int rx1, rx2, ry1, ry2;

	ry1 = t->y[x1], 
	rx1 = t->x[x1], 
	ry2 = t->y[x2], 
	rx2 = t->x[x2], 

	/* Make the bridge span */
	x = rx1 - (rx1 % 40);
	while (x < rx2) {
		y = interpolate(x, rx1, ry1, rx2, ry2); 
		add_bridge_piece(x, y);
		if ((x % 40) == 32) {
			add_bridge_column(t, x, y+8, x1, x2);
		}
		x += 8;
	}
}

static void add_bridges(struct terrain_t *t)
{
	int i, n;
	int x1, x2;

	for (i=0;i<level.nbridges;i++) {
		n = find_dip(t, i+1, &x1, &x2, 600);
		if (n != 0) 
			n = find_dip(t, i+1, &x1, &x2, 500);
		if (n != 0)
			n = find_dip(t, i+1, &x1, &x2, 400);
		if (n != 0)
			n = find_dip(t, i+1, &x1, &x2, 300);
		if (n != 0)
			n = find_dip(t, i+1, &x1, &x2, 200);
		if (n == 0)
			add_bridge(t, x1, x2);
		else
			break;
	}
}

static void add_cron(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	int xi, i;
	struct game_obj_t *o;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		o = add_generic_object(t->x[xi], t->y[xi]-30, 0, 0, 
			cron_move, cron_draw, GREEN, &cron_vect, 1, OBJ_TYPE_CRON, 1);
		if (o != NULL) {
			o->destroy = cron_destroy;
			o->tsd.cron.tx = o->x;
			o->tsd.cron.ty = o->y;
			o->tsd.cron.myhuman = NULL;
			o->tsd.cron.eyepos = 0;
			o->radar_image = 1;
			o->tsd.cron.state = CRON_STATE_SEEKING_HUMAN;
			o->tsd.cron.pissed_off_timer = 0;
			o->above_target_y = -17;
			o->below_target_y = 2;
			level.ncron++;
		}
	}
}

static struct game_obj_t *add_volcano(struct terrain_t *t, int x, int y)
{
	return add_generic_object(x, y, 0, 0, volcano_move, no_draw, RED, NULL, 0, OBJ_TYPE_VOLCANO, 1);
}

static void add_jammers(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	int xi, i;
	struct game_obj_t *o;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		o = add_generic_object(t->x[xi], t->y[xi], 0, 0, 
			no_move, jammer_draw, GREEN, &jammer_vect, 1, OBJ_TYPE_JAMMER, 1);
		if (o) {
			o->tsd.jammer.width = 0;
			o->tsd.jammer.direction = 2;
			o->radar_image = 1;
			o->above_target_y = -20;
			o->below_target_y = 0;
			o->debris_form = &jammer_debris_vect;
			level.njammers++;
		}
		
	}
}

static void add_houses(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	int xi, i;
	struct game_obj_t *o;

	if (!xmas_mode) 
		return;

	/* for (i=0;i<entry->nobjs;i++) {*/
	for (i=0;i<NHOUSES;i++) {
		xi = initial_x_location(entry, i);
		o = add_generic_object(t->x[xi], t->y[xi]-25, 0, 0, 
			house_move, draw_generic, WHITE, &house_vect, 1, OBJ_TYPE_HOUSE, 1);
		if (o) {
			o->above_target_y = -2 * LASER_Y_PROXIMITY;
			o->below_target_y = 3 * LASER_Y_PROXIMITY;
			o->tsd.house.santa_came = 0;
		}
	}
}

static void add_fuel(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	int xi, i;
	struct game_obj_t *o;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		o = add_generic_object(t->x[xi], t->y[xi]-30, 0, 0, 
			fuel_move, fuel_draw, ORANGE, &fuel_vect, 1, OBJ_TYPE_FUEL, 1);
		if (o) {
			o->tsd.fuel.level = FUELTANK_CAPACITY;
			level.nfueltanks++;
			o->above_target_y = -2 * LASER_Y_PROXIMITY;
			o->below_target_y = 3 * LASER_Y_PROXIMITY;
			o->debris_form = &fuel_debris_vect;
		}
	}
}

static void add_ships(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	struct game_obj_t *o;
	int xi, i;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		o = add_generic_object(t->x[xi], t->y[xi]-30, 0, 0, 
			ship_move, draw_generic, ORANGE, &ship_vect, 1, OBJ_TYPE_SHIP, 50*PLAYER_LASER_DAMAGE);
		if (o) {
			o->radar_image = 1;
			level.nships++;
		}
	}
}

static void add_octopi(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	int xi, i, j, k, count;
	struct game_obj_t *o;
	int color_scheme;
	int other_color;
	int color;

	count = 0;
	for (i=0;i<entry->nobjs;i++) {
		color_scheme = randomn(100) % 4;
		color = randomn(NCOLORS);
		if (color == BLACK) /* exlude black */
			color = YELLOW;
		other_color = randomn(NCOLORS);
		if (other_color == BLACK) /* exlude black */
			other_color = YELLOW;
		xi = initial_x_location(entry, i);
		o = add_generic_object(t->x[xi], t->y[xi]-50 - randomn(100), 0, 0, 
			octopus_move, draw_generic, color, &octopus_vect, 1, OBJ_TYPE_OCTOPUS, 1);
		if (o == NULL)
			continue;
		level.noctopi++;
		count++;
		o->destroy = octopus_destroy;
		o->tsd.octopus.awake = 0;
		o->radar_image = 1;
		o->above_target_y = -25;
		o->below_target_y = 5;
		o->gun_location = octopus_gun_location;
		o->attached_gun = add_flak_gun(o->x, o->y, FAST_LASER, YELLOW, o); 
		o->uses_health = 1;
		o->health.maxhealth = level.kgun_health;
		o->health.health = o->health.maxhealth;
		o->health.prevhealth = -1;
		/* Make the tentacles. */
		for (j=0;j<8;j++) {
			struct game_obj_t *t;
			int length = randomn(5) + 25;
			double length_factor = 0.90;
			o->tsd.octopus.tentacle[j] = add_generic_object(o->x, o->y, 0, 0,
				tentacle_move, tentacle_draw, CYAN, NULL, 1, OBJ_TYPE_TENTACLE, 1);
			if (o->tsd.octopus.tentacle[j] == NULL)
				continue;
			t = o->tsd.octopus.tentacle[j];
			t->tsd.tentacle.attached_to = o;
			t->tsd.tentacle.upper_angle = 359;
			t->tsd.tentacle.lower_angle = 181;
			t->tsd.tentacle.nsegs = MAX_TENTACLE_SEGS;
			t->tsd.tentacle.angle = 0;
			t->tsd.tentacle.color_scheme = color_scheme;
			t->tsd.tentacle.other_color = other_color;
			t->color = o->color;
			for (k=0;k<MAX_TENTACLE_SEGS;k++) {
				t->tsd.tentacle.seg[k].angle = 
					TENTACLE_RANGE(t->tsd.tentacle);
				t->tsd.tentacle.seg[k].length = length;
				t->tsd.tentacle.seg[k].angular_v = 0;
				t->tsd.tentacle.seg[i].dest_angle = 
					TENTACLE_RANGE(t->tsd.tentacle);
				length = length * length_factor;
				length_factor += 0.01;
				if (length_factor > 0.97) 
					length_factor = 0.97;
				if (length == 1) {
					t->tsd.tentacle.nsegs = k;
					break;
				}
			}
		}
	}
}

static void add_gdbs(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	int xi, i; /*, j, k, count;*/

	/* count = 0;*/
	struct game_obj_t *o;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		o = add_generic_object(t->x[xi], t->y[xi]-30, 0, 0, 
			gdb_move, gdb_draw, CYAN, &gdb_vect_left, 1, OBJ_TYPE_GDB, 1);
		if (o != NULL) {
			o->destroy = generic_destroy_func;
			o->tsd.gdb.awake = 0;
			o->radar_image = 1;
			level.ngdbs++;
			o->above_target_y = -20;
			o->below_target_y = 0;
		}
	
	}
}

/* Adds a bunch of loose tentacles sprinkled around the terrain. */
static void add_tentacles(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	int xi, i,j, length;
	struct game_obj_t *o;
	double length_factor;

	for (j=0;j<entry->nobjs;j++) {
		length = randomn(30) + 9;
		length_factor = 0.90;
		xi = initial_x_location(entry, j);
		o = add_generic_object(t->x[xi], t->y[xi], 0, 0,
			tentacle_move, tentacle_draw, CYAN, NULL, 1, OBJ_TYPE_TENTACLE, 1);
		if (o != NULL) {
			level.ntentacles++;
			o->tsd.tentacle.color_scheme = randomn(100) % 3;
			o->tsd.tentacle.upper_angle = 160;
			o->tsd.tentacle.lower_angle = 20;
			o->tsd.tentacle.nsegs = MAX_TENTACLE_SEGS;
			o->tsd.tentacle.angle = 0;
			for (i=0;i<MAX_TENTACLE_SEGS;i++) {
				o->tsd.tentacle.seg[i].angle = randomn(60)-30;
				o->tsd.tentacle.seg[i].length = length;
				o->tsd.tentacle.seg[i].angular_v = 0;
				o->tsd.tentacle.seg[i].dest_angle = TENTACLE_RANGE(o->tsd.tentacle);
				length = length * length_factor;
				length_factor += 0.01;
				if (length_factor > 0.97) 
					length_factor = 0.97;
				if (length == 1) {
					o->tsd.tentacle.nsegs = i;
					break;
				}
			}
		}
	}

}

static void add_SAMs(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	int xi, i;
	struct game_obj_t *o;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		o = add_generic_object(t->x[xi], t->y[xi], 0, 0, 
			sam_move, draw_generic, WHITE, &SAM_station_vect, 1, OBJ_TYPE_SAM_STATION, 1);
		if (o) {
			o->above_target_y = -50;
			o->below_target_y = 0;
			o->debris_form = &SAM_station_debris_vect;
			level.nsams++;
		}
	}
}

static void add_reindeer()
{
	int i;
	struct game_obj_t *o, *previous;

	if (!xmas_mode) {
		player_target = player;
		return;
	}

	previous = player;
	player->tsd.reindeer.rudolph = 1;
	for (i=0;i<4;i++) {
		if (i != 3) {
			o = add_generic_object(previous->x - 20, previous->y, 0, 0,
				reindeer_move, xmas_player_draw, ORANGE, &player_vect, 1, OBJ_TYPE_REINDEER, 1);
		} else {
			o = add_generic_object(previous->x - 20, previous->y, 0, 0,
				reindeer_move, xmas_player_draw, WHITE, &sleigh_vect, 1, OBJ_TYPE_REINDEER, 1);
			player_target = o;
		}
		if (o == NULL)
			return;
		o->tsd.reindeer.sleigh = (i == 3);
		o->tsd.reindeer.rudolph = 0;
		o->bullseye = previous;
		o->tsd.reindeer.count = previous->tsd.reindeer.count;
		o->tsd.reindeer.count2 = previous->tsd.reindeer.count2;
		o->tsd.reindeer.direction = 1;
		o->radar_image = 0;
		previous = o;
	}
}

static void add_humanoids(struct terrain_t *t)
{
	int xi, i;
	struct game_obj_t *o;

	for (i=0;i<level.nhumanoids;i++) {
		xi = initial_x_location(NULL, 0);
		o = add_generic_object(t->x[xi], t->y[xi], 0, 0, 
			humanoid_move, draw_generic, MAGENTA, &humanoid_vect, 1, OBJ_TYPE_HUMAN, 1);
		human[i] = o;
		if (o != NULL) {
			o->tsd.human.abductor = NULL;
			o->tsd.human.picked_up = 0;
			o->tsd.human.on_ground = 1;
			o->tsd.human.human_number = i;
			o->radar_image = 2;
		}
	}
}

struct game_obj_t *add_worm_tail(struct game_obj_t *parent, int coloroffset)
{
	int j;
	struct game_obj_t *o = NULL;

	if (parent->tsd.worm.parent != NULL && randomn(100) > 90)
		return NULL;

	o = add_generic_object(parent->x, parent->y, 0,0,
		worm_move, worm_draw, CYAN, NULL, 1, OBJ_TYPE_WORM, 1);
	if (o == NULL)
		return NULL;

	o->tsd.worm.parent = parent;
	o->counter = 0;
	o->radar_image = 1;
	o->tsd.worm.i = 0;
	o->tsd.worm.tx = o->x;
	o->tsd.worm.ty = o->y;
	o->tsd.worm.ltx = o->x;
	o->tsd.worm.lty = o->y;
	o->tsd.worm.coloroffset = coloroffset;
	for (j=0;j<NWORM_TIME_UNITS;j++) {
		o->tsd.worm.x[j] = o->x;
		o->tsd.worm.y[j] = o->y;
	}

	o->tsd.worm.child = add_worm_tail(o, coloroffset - 2);
	return o;
}

static void add_worms(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	int xi, i, j;
	struct game_obj_t *o;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		o = add_generic_object(t->x[xi], t->y[xi]-50, 0, 0, 
			worm_move, worm_draw, GREEN, NULL, 1, OBJ_TYPE_WORM, 1);
		if (o) {
			o->tsd.worm.parent = NULL;
			o->counter = 0;
			o->radar_image = 1;
			o->tsd.worm.i = 0;
			o->tsd.worm.tx = o->x;
			o->tsd.worm.ty = o->y;
			o->tsd.worm.ltx = o->x;
			o->tsd.worm.lty = o->y;
			o->tsd.worm.coloroffset = randomn(100)+100;
			for (j=0;j<NWORM_TIME_UNITS;j++) {
				o->tsd.worm.x[j] = o->x;
				o->tsd.worm.y[j] = o->y;
			}
			level.nworms++;
		}
		o->tsd.worm.child = add_worm_tail(o, o->tsd.worm.coloroffset - 2);
	}
}

void airship_gun_location(struct game_obj_t *parent, 
	__attribute__ ((unused)) struct game_obj_t *child,  int *x, int *y)
{
	*x = parent->x-60;
	*y = parent->y-5;
}

static void add_airships(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	int xi, i;
	struct game_obj_t *o;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		o = add_generic_object(t->x[xi], t->y[xi]-50, 0, 0, 
			airship_move, airship_draw, CYAN, &airship_vect, 1, OBJ_TYPE_AIRSHIP, 300*PLAYER_LASER_DAMAGE);
		if (o) {
			o->counter = 0;
			o->radar_image = 4;
			o->tsd.airship.bannerline = 0;
			o->tsd.airship.pressure = 0;
			o->gun_location = airship_gun_location;
			o->attached_gun = add_flak_gun(o->x, o->y, FAST_LASER, YELLOW, o); 
			o->attached_gun->tsd.kgun.invert = 1;
			o->attached_gun->v = &kgun_vect;
			level.nairships++;
		}
	}
}

static void add_gunwheels(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	int xi, i, y, towery;
	int inverted;
	struct game_obj_t *tower, *o, *left, *right;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);

		inverted = randomn(100) & 0x01;
		if (inverted) {
			towery = KERNEL_Y_BOUNDARY;
			y = KERNEL_Y_BOUNDARY + 250;
		} else {
			y = t->y[xi]-250;
			towery = t->y[xi];
		}

		tower = add_truss_tower(t->x[xi], towery, 5, !inverted, 14, RED, 100, 62, 25);

		if (tower == NULL)
			continue;

		o = add_generic_object(t->x[xi], y, 0, 0, 
			gunwheel_move, gunwheel_draw, RED, NULL, 1, OBJ_TYPE_GUNWHEEL, 1);
		if (o == NULL)
			continue;

		tower->tsd.truss.below = o;

		o->counter = 0;
		o->radar_image = 4;
		o->tsd.gunwheel.size = 180;
		o->tsd.gunwheel.attached_to = tower;
		o->tsd.gunwheel.inverted = inverted;
		o->tsd.gunwheel.rotation_multiplier = 4;
		o->gun_location = gunwheel_gun_location;

		left = add_generic_object(t->x[xi], t->y[xi]-250, 0, 0, 
			gunwheel_move, gunwheel_draw, RED, NULL, 1, OBJ_TYPE_GUNWHEEL, 1);
		o->tsd.gunwheel.left = left;
		if (left == NULL)
			continue;

		left->tsd.gunwheel.attached_to = o;
		left->tsd.gunwheel.size = 100;
		left->radar_image = 0;
		left->tsd.gunwheel.left = add_flak_gun(0,0, FAST_LASER, RED, left);
		left->tsd.gunwheel.right = add_flak_gun(0,0, FAST_LASER, RED, left);
		left->gun_location = gunwheel_gun_location;
		left->tsd.gunwheel.inverted = 0;
		left->tsd.gunwheel.rotation_multiplier = 8;

		right = add_generic_object(t->x[xi], t->y[xi]-250, 0, 0, 
			gunwheel_move, gunwheel_draw, RED, NULL, 1, OBJ_TYPE_GUNWHEEL, 1);
		o->tsd.gunwheel.right = right;
		if (right == NULL)
			continue;

		right->tsd.gunwheel.attached_to = o;
		right->tsd.gunwheel.size = 100;
		right->radar_image = 0;
		right->tsd.gunwheel.left = add_flak_gun(0,0, FAST_LASER, RED, right);
		right->tsd.gunwheel.right = add_flak_gun(0,0, FAST_LASER, RED, right);
		right->gun_location = gunwheel_gun_location;
		right->tsd.gunwheel.inverted = 0;
		right->tsd.gunwheel.rotation_multiplier = 8;
	}
}

static void add_socket(struct terrain_t *t)
{
	add_generic_object(t->x[TERRAIN_LENGTH-1] - 250, t->y[TERRAIN_LENGTH-1] - 250, 
		0, 0, socket_move, draw_generic, CYAN, &socket_vect, 0, OBJ_TYPE_SOCKET, 1);
}

static void add_balloons(struct terrain_t *t, struct level_obj_descriptor_entry *entry)
{
	struct game_obj_t *o;
	int xi, i;
	for (i=0;i<entry->nobjs;i++) {
		xi = initial_x_location(entry, i);
		o = add_generic_object(t->x[xi], t->y[xi]-50, 0, 0, 
			balloon_move, draw_generic, CYAN, &balloon_vect, 1, OBJ_TYPE_BALLOON, 1);
		if (o) {
			o->radar_image = 1;
			level.nballoons++;
		}
	}
}

static void draw_strings(GtkWidget *w);
void setup_text();

int they_used_the_source()
{

	/*
	 * A little joke for the programmers.  If *you* built it
	 * from source less than 1 hour ago you get....
	 * 
	 * a million bonus points.  
         *
	 * (Hey, the _very first_ thing the game tells you is 
	 * "Uuuuse the Soooource!!!!"  It's not kidding. :-)
	 *
	 */

	struct timeval now;
	int uid;

	gettimeofday(&now, NULL);
	uid = getuid();

	return (uid == builder && 
		now.tv_sec - builtat > 0 && 
		now.tv_sec - builtat < 60*60);
}

void sort_high_scores()
{
	struct score_data tmp;
	int i, sorted;

	/* simple bubble sort is good enough for 10 items. */
	sorted = 0;
	do {
		sorted = 1;
		for (i=0;i<MAXHIGHSCORES-1;i++) {
			if (highscore[i].score < highscore[i+1].score) {
				sorted = 0;
				tmp = highscore[i];
				highscore[i] = highscore[i+1];
				highscore[i+1] = tmp;
			}
		}
	} while (!sorted);
}

int new_high_score(int newscore) 
{
	int i;
	for (i=0;i<MAXHIGHSCORES;i++)
		if (newscore > highscore[i].score) {
			/* printf("new_high_score returns new high score = %d\n", i);*/
			return i;
		}
	/* printf("new_high_score returns %d, bad score\n", MAXHIGHSCORES);*/
	return MAXHIGHSCORES;
}

void write_out_high_score_file();
void cancel_sound(int queue_entry);
static void draw_quit_screen(GtkWidget *w);
static void do_newhighscore(GtkWidget *w, GdkEvent *event, gpointer p)
{
	int slot;
	static int highscore_timer = 0;
	static int finished = 0;
	static int finish_timer = 0;
	char message[20];
	int i, x, y;
	int timeleft;

	if (highscore_timer == 0) {
		highscore_timer = timer + 60 * frame_rate_hz;
		strcpy(highscore_initials, "   ");
		highscore_current_initial = 0;
		highscore_letter = 0;
		finished = 0;
		finish_timer = 0;
		wwviaudio_cancel_music();
		wwviaudio_play_music(HIGH_SCORE_MUSIC);
	}

	slot = new_high_score(game_state.score);
	if (slot >= MAXHIGHSCORES) {
		timer_event = GAME_ENDED_EVENT; 
		next_timer = timer + 1;
		printf("bug at %s:%d!\n", __FILE__, __LINE__);
		/* bug;*/
	}

	/* Draw the high score message */
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	rainbow_abs_xy_draw_string(w, "New High Score!", BIG_FONT, 100, 70);
	rainbow_abs_xy_draw_string(w, "New High Score!", BIG_FONT, 101, 71);
	if (!finished)
		rainbow_abs_xy_draw_string(w, "Enter your initials:", SMALL_FONT, 240, 135);

	y = 200;
	/* Print the current set of initials */
	for (i=0;i<3;i++) {
		message[0] = highscore_initials[i];
		message[1] = '\0';
		x = 60 + ((i+3)%9)*80;
		rainbow_abs_xy_draw_string(w, message, BIG_FONT, x, y);
		rainbow_abs_xy_draw_string(w, message, BIG_FONT, x+1, y+1);
		wwvi_draw_line(w->window, gc, x-25, y+25, x+55, y+25);
	}

	/* Print the alphabet. */
	if (!finished) {
		y = 200;
		strcpy(message, "A");	
		for (i=0;i<26;i++) {
			message[0] = 'A' + i;
			if ((i%9) == 0)
				y += 100;
			rainbow_abs_xy_draw_string(w, message, BIG_FONT, 60 + (i%9)*80, y);
			rainbow_abs_xy_draw_string(w, message, BIG_FONT, 1+60 + (i%9)*80, y+1);
			if (i == highscore_letter) {
				x = 60 + (i%9)*80;
				wwvi_draw_line(w->window, gc, x-25, y-65, x-25, y+25);
				wwvi_draw_line(w->window, gc, x-25, y-65, x+55, y-65);
				wwvi_draw_line(w->window, gc, x-25, y+25, x+55, y+25);
				wwvi_draw_line(w->window, gc, x+55, y-65, x+55, y+25);
			}
		}
		rainbow_abs_xy_draw_string(w, "Done", SMALL_FONT, 60 + 8*80, 80+100*4);
	} else {
		int len;
		y = 300;
		sprintf(message, "%d", game_state.score);
		len = strlen(message);
		x = (SCREEN_WIDTH/2) - ((len * 2 * (font_scale[BIG_FONT] + letter_spacing[BIG_FONT])))/2;
		rainbow_abs_xy_draw_string(w, message, BIG_FONT, x, y);
		rainbow_abs_xy_draw_string(w, message, BIG_FONT, x+1, y+1);
	}

	if (highscore_letter == 26 && !finished) {
		x = 60 + 8*80;
		y = 80+100*4;
		wwvi_draw_line(w->window, gc, x-25, y-65, x-25, y+25);
		wwvi_draw_line(w->window, gc, x-25, y-65, x+55, y-65);
		wwvi_draw_line(w->window, gc, x-25, y+25, x+55, y+25);
		wwvi_draw_line(w->window, gc, x+55, y-65, x+55, y+25);
	}

	if (highscore_current_initial == 3 && finish_timer == 0) {
		/* player is finished entering initials. */
		highscore_initials[3] = '\0'; /* superfluous paranoia. */
		for (i=MAXHIGHSCORES-1; i > slot; i--)
			highscore[i] = highscore[i-1];
		strcpy(highscore[slot].name, highscore_initials);
		highscore[slot].score = game_state.score;
		finish_timer = timer + frame_rate_hz * 4;
		finished = 1;
		write_out_high_score_file();
	}

	if (timer > highscore_timer || (highscore_current_initial == 3 &&
			finish_timer != 0 && timer > finish_timer)) {
		/* get us out of here. */
		timer_event = GAME_ENDED_EVENT; 
		next_timer = timer + 1;
		highscore_timer = 0;
		wwviaudio_cancel_music();

		/* Prevent final button press from putting in a quarter. */
		next_quarter_time = timer + (frame_rate_hz);
	}

	if (finish_timer == 0) {
		timeleft = (highscore_timer - timer) / frame_rate_hz;
		sprintf(message, "Time remaining: %d", timeleft);
		rainbow_abs_xy_draw_string(w, message, SMALL_FONT, 60, 80+100*5);
	}
	if (in_the_process_of_quitting)
		draw_quit_screen(w);
}

struct intermission_star {
	float x, y, lx, ly, vx, vy;
};

void init_intermission_star(struct intermission_star *star)
{
	float dx, dy;
	star->x = (float) randomn(SCREEN_WIDTH);
	star->y = (float) randomn(SCREEN_HEIGHT);

	/* cheesy avoid divide by zero. */
	if (abs(star->x) < 0.00001)
		star->x += 0.003;
	if (abs(star->y) < 0.00001)
		star->y += 0.003;

	dx = star->x - (SCREEN_WIDTH/2);
	dy = star->y - (SCREEN_HEIGHT/2);
	if (abs(dx) > abs(dy)) {
		star->vx = dx/abs(dx);
		star->vy = dy/abs(dx); 
	} else {
		star->vx = dx/abs(dy);
		star->vy = dy/abs(dy); 
	}
	star->lx = star->x;
	star->ly = star->y;
}

void update_intermission_starfield(GtkWidget *w)
{
#define INTERMISSION_STARS 300
	static int initialized = 0;
	static struct intermission_star star[INTERMISSION_STARS];
	int x, y, x2, y2, i;
	if (!initialized) {
		for (i = 0; i < INTERMISSION_STARS; i++) {
			init_intermission_star(&star[i]);
		}		
		initialized = 1;
	}
	gdk_gc_set_foreground(gc, &huex[NCOLORS + NSPARKCOLORS + (((timer >> 2)) % NRAINBOWCOLORS)]);
	for (i = 0; i < INTERMISSION_STARS; i++) {
		star[i].lx = star[i].x;
		star[i].x += star[i].vx;
		star[i].ly = star[i].y;
		star[i].y += star[i].vy;
		if (star[i].x < 0 || star[i].x > SCREEN_WIDTH ||
			star[i].y < 0 || star[i].y > SCREEN_HEIGHT)
			init_intermission_star(&star[i]);
		star[i].vx *= 1.2;
		star[i].vy *= 1.2;
		x = (int) star[i].x;
		y = (int) star[i].y;
		x2 = (int) star[i].lx;
		y2 = (int) star[i].ly;
		wwvi_draw_line(w->window, gc, x, y, x2, y2);
	}
}

int bonus_points_this_round;
static int do_intermission(GtkWidget *w, GdkEvent *event, gpointer p)
{
#define LAST_INTERMISSION_STAGE 12
	static int intermission_stage = 0;
	static int intermission_timer = 0;
	static int add_bonus;
	int bonus_points = 0;
	int inc_bonus = 0;
	char s[100];
	int elapsed_secs;

	/* stop other events, if any... */
	next_timer = 0;
	timer_event = START_INTERMISSION_EVENT; 
	
	if (intermission_timer == 0) {
		wwviaudio_play_music(INTERMISSION_MUSIC_SOUND);
	}

	if (timer >= intermission_timer) {
		wwviaudio_add_sound(LASER_EXPLOSION_SOUND);
		intermission_stage++;
		if (intermission_stage == LAST_INTERMISSION_STAGE-1
			&& !they_used_the_source())
			intermission_stage++;
		/* printf("intermission_stage  %d -> %d\n", 
 * 			intermission_stage-1,intermission_stage); */
		intermission_timer = timer + 
			(intermission_stage == LAST_INTERMISSION_STAGE ? 4 : 1) * 
			frame_rate_hz;
	}

	/* printf("timer=%d, timer_event=%d, intermission_timer=%d, stage=%d\n", 
		timer, timer_event, intermission_timer, intermission_stage); */

	update_intermission_starfield(w);
	cleartext();
	set_font(SMALL_FONT);
	switch (intermission_stage) {
		/* Cases are listed backwards to take advantage of fall-thru */
		case LAST_INTERMISSION_STAGE:
			timer_event = END_INTERMISSION_EVENT;
			next_timer = timer + 1;
			intermission_timer = 0;
			intermission_stage = 0;
			game_state.score += bonus_points_this_round;
			/* printf("added %d points to score --> %d\n", 
				bonus_points_this_round, game_state.score); */
			cleartext();
			gotoxy(0,0);
			break;
		case LAST_INTERMISSION_STAGE-1:
			if (they_used_the_source()) {
				gotoxy(5, LAST_INTERMISSION_STAGE-1+2);
				inc_bonus = 1000000; /* million bonus points */
				sprintf(s, "Using The Source                   %6d",
					inc_bonus);
				bonus_points += inc_bonus;	
				add_bonus = bonus_points;
				gameprint(s);
			}
		case 10: 
			gotoxy(5, 10+2);
			elapsed_secs = game_state.finish_time.tv_sec - game_state.start_time.tv_sec;
			if (elapsed_secs < 90)
				inc_bonus = (90 - elapsed_secs) * 100;
			else
				inc_bonus = 0;
			sprintf(s, "Elapsed time               %02d:%02d    %5d",
				elapsed_secs / 60, elapsed_secs % 60, inc_bonus);
			bonus_points += inc_bonus;	
			add_bonus = bonus_points;
			gameprint(s);
		case 9: 
			gotoxy(5, 9+2);
			if (kill_tally[OBJ_TYPE_SAM_STATION] >= level.nsams)
				inc_bonus = 5000;
			else
				inc_bonus = 0;
			bonus_points += inc_bonus;
			sprintf(s, "SAM stations destroyed:    %2d/%2d    %5d",
				kill_tally[OBJ_TYPE_SAM_STATION], level.nsams, inc_bonus);
			bonus_points += inc_bonus;	
			gameprint(s);
		case 8: 
			gotoxy(5, 8+2);
			if (kill_tally[OBJ_TYPE_GUN] + kill_tally[OBJ_TYPE_KGUN] >= 
					level.nflak + level.nkguns)
				inc_bonus = 5000;
			else
				inc_bonus = 0;
			sprintf(s, "Laser turrets killed:      %2d/%2d    %5d", 
				kill_tally[OBJ_TYPE_GUN] + kill_tally[OBJ_TYPE_KGUN], 
					level.nflak + level.nkguns, inc_bonus);
			bonus_points += inc_bonus;	
			gameprint(s);
		case 7: 
			gotoxy(5, 7+2);
			sprintf(s, "Missiles killed:              %2d    %5d",
				kill_tally[OBJ_TYPE_MISSILE] + 
				kill_tally[OBJ_TYPE_HARPOON], 0);
			bonus_points += inc_bonus;	
			gameprint(s);
		case 6: 
			gotoxy(5, 6+2);
			if (kill_tally[OBJ_TYPE_ROCKET] >= level.nrockets)
				inc_bonus = 50;
			else
				inc_bonus = 0;
			sprintf(s, "Rockets killed:            %2d/%2d    %5d",
				kill_tally[OBJ_TYPE_ROCKET], level.nrockets, inc_bonus);
			bonus_points += inc_bonus;	
			gameprint(s);
		case 5: 
			gotoxy(5, 5+2);
			if (kill_tally[OBJ_TYPE_OCTOPUS] >= level.noctopi)
				inc_bonus = 50;
			else
				inc_bonus = 0;
			sprintf(s, "Octo-viruses killed:       %2d/%2d    %5d",
				kill_tally[OBJ_TYPE_OCTOPUS], level.noctopi, inc_bonus);
			bonus_points += inc_bonus;	
			gameprint(s);
		case 4: 
			gotoxy(5, 4+2);
			if (kill_tally[OBJ_TYPE_GDB] >= level.ngdbs)
				inc_bonus = 5000;
			else
				inc_bonus = 10*kill_tally[OBJ_TYPE_GDB];
			sprintf(s, "gdb processes killed:      %2d/%2d    %5d",
				kill_tally[OBJ_TYPE_GDB], level.ngdbs, inc_bonus);
			bonus_points += inc_bonus;	
			gameprint(s);
		case 3: 
			gotoxy(5, 3+2);
			inc_bonus = kill_tally[OBJ_TYPE_AIRSHIP] * 100;
			if (kill_tally[OBJ_TYPE_AIRSHIP] >= level.nairships)
				inc_bonus += 20000;
			sprintf(s, "Emacs processes killed:    %2d/%2d    %5d",
				kill_tally[OBJ_TYPE_AIRSHIP], level.nairships, inc_bonus);
			bonus_points += inc_bonus;	
			gameprint(s);
		case 2: 
			gotoxy(5, 2+2);
			inc_bonus = game_state.humanoids * 1000;
			if (game_state.humanoids == level.nhumanoids)
				inc_bonus = game_state.humanoids * 5000;
			sprintf(s, "vi .swp files rescued:     %2d/%2d    %5d", 
				game_state.humanoids, level.nhumanoids, inc_bonus);
			bonus_points += inc_bonus;	
			gameprint(s);
		case 1: 
			gotoxy(5, 1);
			sprintf(s, "Node cleared! Total bonus points:  %6d\n", bonus_points);
			bonus_points_this_round = bonus_points;
			gameprint( s);
	}
	if (intermission_stage != LAST_INTERMISSION_STAGE)
		draw_strings(w);
	else {
		game_state.score += add_bonus;
		printf("added %d points to score --> %d\n", add_bonus, game_state.score);
		setup_text();
	}
	/* printf("i, timer_event = %d\n", timer_event); */
	if (in_the_process_of_quitting)
		draw_quit_screen(w);
	return 0;
}

char spinner[] = "||||////----\\\\\\\\";
char radar_msg1[] = "  Sirius Cybernetics Corp. RADAR -- firmware v. 1.05 (bootleg)";
char radar_msg2[] = "  Fly Safe!!! Fly Siriusly Safe!!!";

void draw_radar(GtkWidget *w)
{
	int xoffset, height, width, yoffset; 
	int x1, y1, x2, y2;
	char statusstr[100]; 

	int viewport_left, viewport_right, viewport_top, viewport_bottom;
	int y_correction;

	height = RADAR_HEIGHT;
	xoffset = RADAR_LEFT_MARGIN;
	yoffset = RADAR_YMARGIN;
	width = SCREEN_WIDTH-RADAR_LEFT_MARGIN - RADAR_RIGHT_MARGIN;

	y2 = SCREEN_HEIGHT - yoffset;
	y1 = y2 - height;
	x1 = xoffset;
	x2 = SCREEN_WIDTH - RADAR_RIGHT_MARGIN;

	gdk_gc_set_foreground(gc, &huex[RED]);

	/* draw radar border */
	wwvi_draw_line(w->window, gc, x1, y1, x1, y2);
	wwvi_draw_line(w->window, gc, x1, y2, x2, y2);
	wwvi_draw_line(w->window, gc, x2, y2, x2, y1);
	wwvi_draw_line(w->window, gc, x2, y1, x1, y1);

	/* draw health bar */
	gdk_gc_set_foreground(gc, &huex[ORANGE]);
	if (game_state.health > 0)
		wwvi_draw_rectangle(w->window, gc, TRUE, RADAR_LEFT_MARGIN, 
			SCREEN_HEIGHT - RADAR_HEIGHT - RADAR_YMARGIN - 10, 
			((SCREEN_WIDTH - RADAR_LEFT_MARGIN - RADAR_RIGHT_MARGIN) * game_state.health / game_state.max_player_health), 
			RADAR_YMARGIN - 5);
#if 1
	if (game_state.radar_state == RADAR_RUNNING) {
		/* calculate viewport edges projected onto radar screen. */

		viewport_left = ((SCREEN_WIDTH - (RADAR_LEFT_MARGIN + RADAR_RIGHT_MARGIN)) * 
			game_state.x) / WORLDWIDTH + RADAR_LEFT_MARGIN;
		viewport_right = ((SCREEN_WIDTH - (RADAR_LEFT_MARGIN + RADAR_RIGHT_MARGIN)) * 
			(game_state.x + SCREEN_WIDTH)) / WORLDWIDTH + RADAR_LEFT_MARGIN;
		viewport_top = SCREEN_HEIGHT - (RADAR_HEIGHT >> 1) - RADAR_YMARGIN + 
			(((game_state.y - (SCREEN_HEIGHT/2)) * RADAR_HEIGHT) / 1500);
		viewport_bottom = SCREEN_HEIGHT - (RADAR_HEIGHT >> 1) - RADAR_YMARGIN + 
			(((game_state.y+(SCREEN_HEIGHT/2)) * RADAR_HEIGHT) / 1500);

		y_correction = SCREEN_HEIGHT - (RADAR_HEIGHT >> 1) - RADAR_YMARGIN + ((player->y * RADAR_HEIGHT) / 1500);
		y_correction = (SCREEN_HEIGHT - (RADAR_HEIGHT >> 1)) - y_correction;

		viewport_bottom += y_correction;
		viewport_top += y_correction;

		if (viewport_top < y1) 
			viewport_top = y1;
		if (viewport_top > y2)
			viewport_top = y2;
		if (viewport_bottom < y1) 
			viewport_bottom = y1;
		if (viewport_bottom > y2)
			viewport_bottom = y2;

		if (viewport_left < x1) 
			viewport_left = x1;
		if (viewport_left > x2)
			viewport_left = x2;
		if (viewport_right < x1) 
			viewport_right = x1;
		if (viewport_right > x2)
			viewport_right = x2;

		gdk_gc_set_foreground(gc, &huex[WHITE]);

		/* draw upper left corner */
		wwvi_draw_line(w->window, gc, viewport_left, viewport_top, viewport_left, viewport_top + 5);
		wwvi_draw_line(w->window, gc, viewport_left, viewport_top, viewport_left+5, viewport_top);

		/* draw upper right corner */
		wwvi_draw_line(w->window, gc, viewport_right, viewport_top, viewport_right, viewport_top + 5);
		wwvi_draw_line(w->window, gc, viewport_right, viewport_top, viewport_right-5, viewport_top);

		/* draw lower left corner */
		wwvi_draw_line(w->window, gc, viewport_left, viewport_bottom, viewport_left, viewport_bottom - 5);
		wwvi_draw_line(w->window, gc, viewport_left, viewport_bottom, viewport_left+5, viewport_bottom);

		/* draw lower right corner */
		wwvi_draw_line(w->window, gc, viewport_right, viewport_bottom, viewport_right, viewport_bottom - 5);
		wwvi_draw_line(w->window, gc, viewport_right, viewport_bottom, viewport_right-5, viewport_bottom);

	#if 0
		wwvi_draw_line(w->window, gc, viewport_left, viewport_top, viewport_left, viewport_bottom);
		wwvi_draw_line(w->window, gc, viewport_right, viewport_top, viewport_right, viewport_bottom);
		wwvi_draw_line(w->window, gc, viewport_left, viewport_top, viewport_right, viewport_top);
		wwvi_draw_line(w->window, gc, viewport_left, viewport_bottom, viewport_right, viewport_bottom);
	#endif
	}

#endif

	if (game_state.corrosive_atmosphere && game_state.radar_state == RADAR_RUNNING && credits > 0) {
		gdk_gc_set_foreground(gc, &huex[GREEN]);
		abs_xy_draw_string(w, "Corrosive atmosphere detected!  Vacate the area immediately!", 
			TINY_FONT, x1 + 50, y1 + RADAR_HEIGHT/2);
	}

	gdk_gc_set_foreground(gc, &huex[RED]);
	sprintf(statusstr, "Score:   %7d", game_state.score);
	abs_xy_draw_string(w, statusstr, TINY_FONT, x2 + 5, y1 + 7);
	sprintf(statusstr, "Bombs:   %7d", game_state.nbombs);
	abs_xy_draw_string(w, statusstr, TINY_FONT, x2 + 5, y1 + 21);
	sprintf(statusstr, "Lives:   %7d", game_state.lives);
	abs_xy_draw_string(w, statusstr, TINY_FONT, x2 + 5, y1 + 35);
	sprintf(statusstr, "Credits: %7d", credits);
	abs_xy_draw_string(w, statusstr, TINY_FONT, x2 + 5, y1 + 49);
	sprintf(statusstr, "Humans:      %d/%d", game_state.humanoids, level.nhumanoids);
	abs_xy_draw_string(w, statusstr, TINY_FONT, x2 + 5, y1 + 63);

	if (game_pause) {
		gdk_gc_set_foreground(gc, &huex[GREEN]);

		/* Remember Parsec on the ti99/4a? */
		abs_xy_draw_string(w, "Time warp activated.", 
			TINY_FONT, x1 + 50, y1 + RADAR_HEIGHT/2-10);
		return;
	}

	if (game_state.radar_state == RADAR_RUNNING) {
		if ((timer & 0x04) == 0) {
			if (game_state.missile_locked) {
				gdk_gc_set_foreground(gc, &huex[RED]);
				abs_xy_draw_string(w, "***MISSILE LOCK ON DETECTED***", 
					TINY_FONT, x1 + 210-18, y1 + RADAR_HEIGHT-3);
			}	
			if (credits <= 0) {
				gdk_gc_set_foreground(gc, &huex[GREEN]);
				abs_xy_draw_string(w, "Press 'q' to Insert Quarter and Start Game -- F1 for Help", 
					TINY_FONT, x1 + 60, y1 + RADAR_HEIGHT-30);
			}
		}
		return;
	}

	if (game_state.radar_state == RADAR_FRITZED) {
		gdk_gc_set_foreground(gc, &huex[randomn(NCOLORS+NSPARKCOLORS+NRAINBOWCOLORS)]);
		wwvi_draw_line(w->window, gc, x1, y1 + timer % RADAR_HEIGHT, 
			x2,  y1 + timer % RADAR_HEIGHT);
	} else if (game_state.radar_state <= RADAR_BOOTUP) { 
		/* radar is booting up, display bootup message. */
		gdk_gc_set_foreground(gc, &huex[GREEN]);
		radar_msg1[0] = spinner[timer % 16];
		abs_xy_draw_string(w, radar_msg1, TINY_FONT, x1 + 50, y1 + RADAR_HEIGHT/2-10);
		abs_xy_draw_string(w, radar_msg2, TINY_FONT, x1 + 80, y1 + RADAR_HEIGHT/2+10);
		game_state.radar_state --;
		if (game_state.radar_state == RADAR_RUNNING)
			wwviaudio_add_sound(RADAR_READY);
	}
}

/* call back for configure_event (for window resize) */
static gint main_da_configure(GtkWidget *w, GdkEventConfigure *event)
{
	GdkRectangle cliprect;

	/* first time through, gc is null, because gc can't be set without */
	/* a window, but, the window isn't there yet until it's shown, but */
	/* the show generates a configure... chicken and egg.  And we can't */
	/* proceed without gc != NULL...  but, it's ok, because 1st time thru */
	/* we already sort of know the drawing area/window size. */
 
	if (gc == NULL)
		return TRUE;

	/* gtk_widget_set_size_request(w, w->allocation.width, w->allocation.height);*/
	/* gtk_window_get_size(GTK_WINDOW (w), &real_screen_width, &real_screen_height);*/
	real_screen_width =  w->allocation.width;
	real_screen_height =  w->allocation.height;
	xscale_screen = (float) real_screen_width / (float) SCREEN_WIDTH;
	yscale_screen = (float) real_screen_height / (float) SCREEN_HEIGHT;
	if (real_screen_width == 800 && real_screen_height == 600) {
		current_draw_line = gdk_draw_line;
		current_draw_rectangle = gdk_draw_rectangle;
		current_bright_line = unscaled_bright_line;
	} else {
		current_draw_line = scaled_line;
		current_draw_rectangle = scaled_rectangle;
		current_bright_line = scaled_bright_line;
		if (thicklines)
			current_draw_line = thick_scaled_line;
	}
	gdk_gc_set_clip_origin(gc, 0, 0);
	cliprect.x = 0;	
	cliprect.y = 0;	
	cliprect.width = real_screen_width;	
	cliprect.height = real_screen_height;	
	gdk_gc_set_clip_rectangle(gc, &cliprect);
	return TRUE;
}

static void draw_quit_screen(GtkWidget *w)
{
	int x;
	static int quittimer = 0;

	quittimer++;

	gdk_gc_set_foreground(gc, &huex[BLACK]);
	wwvi_draw_rectangle(w->window, gc, TRUE, 100, 100, SCREEN_WIDTH-200, SCREEN_HEIGHT-200);
	gdk_gc_set_foreground(gc, &huex[RED]);
	wwvi_draw_rectangle(w->window, gc, FALSE, 100, 100, SCREEN_WIDTH-200, SCREEN_HEIGHT-200);

	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "Quit?", BIG_FONT, 300, 280);

	if (current_quit_selection == 1) {
		x = 130;
		gdk_gc_set_foreground(gc, &huex[WHITE]);
	} else {
		x = 480;
		gdk_gc_set_foreground(gc, &huex[RED]);
	}
	abs_xy_draw_string(w, "Quit Now", SMALL_FONT, 150, 450);
	if (current_quit_selection == 0)
		gdk_gc_set_foreground(gc, &huex[WHITE]);
	else
		gdk_gc_set_foreground(gc, &huex[RED]);
	abs_xy_draw_string(w, "Don't Quit", SMALL_FONT, 500, 450);

	if ((quittimer & 0x04)) {
		gdk_gc_set_foreground(gc, &huex[WHITE]);
		wwvi_draw_rectangle(w->window, gc, FALSE, x, 420, 200, 50);
	}
}



static void draw_help_screen(GtkWidget *w);
/* This is the expose function of the main drawing area.  This is */
/* where everything gets drawn. */
static int main_da_expose(GtkWidget *w, GdkEvent *event, gpointer p)
{
	int i;
	int sx1, sx2;
	static int last_lowx = 0, last_highx = TERRAIN_LENGTH-1;
	/* int last_lowx = 0, last_highx = TERRAIN_LENGTH-1;*/

	if (timer_event == START_INTERMISSION_EVENT) {
		do_intermission(w, event, p);
		return 0;
	}

	if (timer_event == NEW_HIGH_SCORE_EVENT) {
		do_newhighscore(w, event, p);
		return 0;
	}

	sx1 = game_state.x - 20;
	sx2 = game_state.x + SCREEN_WIDTH + 20;


	while (terrain.x[last_lowx] < sx1 && last_lowx+1 < TERRAIN_LENGTH)
		last_lowx++;
	while (terrain.x[last_lowx] > sx1 && last_lowx > 0)
		last_lowx--;
	while (terrain.x[last_highx] > sx2 && last_highx > 0)
		last_highx--;
	while (terrain.x[last_highx] < sx2 && last_highx+1 < TERRAIN_LENGTH) {
		last_highx++;
	}

	gdk_gc_set_foreground(gc, &huex[planet_color[level.ground_color]]);
	for (i=last_lowx;i<last_highx;i++) {
#if 0
		if (terrain.x[i] < sx1 && terrain.x[i+1] < sx1) /* offscreen to the left */
			continue;
		if (terrain.x[i] > sx2 && terrain.x[i+1] > sx2) /* offscreen to the right */
			continue;
#endif
#if 0
		if (zz < 5) {
				if (game_state.y < terrain.y[i+1] - 150) {
					game_state.vy = 3; 
					game_state.go[0].vy = 3;
				} else if (game_state.y > terrain.y[i+1] - 50) {
					game_state.vy = -3;
					game_state.go[0].vy = -3;
				} else {
					game_state.vy = 0;
					game_state.go[0].vy = 0;
				}
			zz++;
			printf(".\n");
		}
#endif
		wwvi_draw_line(w->window, gc, terrain.x[i] - game_state.x, terrain.y[i]+(SCREEN_HEIGHT/2) - game_state.y,  
					 terrain.x[i+1] - game_state.x, terrain.y[i+1]+(SCREEN_HEIGHT/2) - game_state.y);
	}
	gdk_gc_set_foreground(gc, &huex[RED]);

	/* draw "system memory boundaries" (ha!) */
	if (game_state.x > terrain.x[0] - SCREEN_WIDTH)
		wwvi_draw_line(w->window, gc, terrain.x[0] - game_state.x, 0, 
			terrain.x[0] - game_state.x, SCREEN_HEIGHT);
	if (game_state.x > terrain.x[TERRAIN_LENGTH-1] - SCREEN_WIDTH)
		wwvi_draw_line(w->window, gc, terrain.x[TERRAIN_LENGTH-1] - game_state.x, 0, 
			 terrain.x[TERRAIN_LENGTH-1] - game_state.x, SCREEN_HEIGHT); 
	set_font(SMALL_FONT);
	if (game_state.y < KERNEL_Y_BOUNDARY + SCREEN_HEIGHT) {
		wwvi_draw_line(w->window, gc, 0, KERNEL_Y_BOUNDARY  - game_state.y + SCREEN_HEIGHT/2, 
			SCREEN_WIDTH, KERNEL_Y_BOUNDARY - game_state.y + SCREEN_HEIGHT/2);
		livecursorx = (SCREEN_WIDTH - abs(game_state.x) % SCREEN_WIDTH);
		livecursory = KERNEL_Y_BOUNDARY - game_state.y + SCREEN_HEIGHT/2 - 10;
		draw_string(w, (unsigned char *) "Kernel Space");
	}

	if (want_starfield)
		draw_stars(w);
	draw_objs(w);
	draw_strings(w);
	draw_radar(w);

	if (in_the_process_of_quitting)
		draw_quit_screen(w);

	if (game_pause_help)
		draw_help_screen(w);

	return 0;
}
static void do_game_pause( GtkWidget *widget,
                   gpointer   data )
{
	if (game_pause) {
		game_pause = 0;
		wwviaudio_resume_audio();
	} else {
		game_pause = 1;
		wwviaudio_pause_audio();
		/* Queue a redraw, otherwise, we won't necessarily get a */
		/* redraw. Need this for the "Time warp activated."      */
		/* message to appear in the radar screen. */
		gtk_widget_queue_draw(main_da);
	}
}

static void do_game_pause_help( GtkWidget *widget,
                   gpointer   data )
{
	if (game_pause_help) {
		game_pause_help = 0;
		game_pause = 0;
		wwviaudio_resume_audio();
	} else {
		game_pause_help = 1;
		game_pause = 1;
		wwviaudio_pause_audio();
		/* Queue a redraw, otherwise, we won't necessarily get a */
		/* redraw. Need this for the "Time warp activated."      */
		/* message to appear in the radar screen. */
		gtk_widget_queue_draw(main_da);
	}
}

void inhibit_screensaver(GtkWidget *widget)
{
#ifdef DO_INHIBIT_SCREENSAVER
	/* This appears not to work on e.g. Fedora Core 5. */
	/* that is, it inhibits the screensaver, but, the screensaver */
	/* is never reactivated as it's supposed to be, the xdg-screensaver */
	/* script seems to be broken, at least on Fedora core 5. */
	int xwindow_id, rc;
	char cmd[1024];
	return;

	xwindow_id = GDK_WINDOW_XWINDOW (GTK_WIDGET (widget)->window);

	sprintf(cmd, "xdg-screensaver suspend 0x%08x > /dev/null 2>&1 &", xwindow_id);
	rc = system(cmd);
	printf("%s returns %d\n", cmd, rc);
#endif
	return;
}

void resume_screensaver(GtkWidget *widget)
{
#if DO_INHIBIT_SCREENSAVER
	int xwindow_id, rc;
	char cmd[1024];
	return;

	xwindow_id = GDK_WINDOW_XWINDOW (GTK_WIDGET (widget)->window);

	sprintf(cmd, "xdg-screensaver resume 0x%08x > /dev/null 2>&1 &", xwindow_id);
	rc = system(cmd);
	printf("%s returns %d\n", cmd, rc);
#endif
	return;
}

/* This is a callback function. The data arguments are ignored
 * in this example. More on callbacks below. */
static void destroy_event( GtkWidget *widget,
                   gpointer   data )
{
    /* g_print ("Bye bye.\n"); */
	resume_screensaver(window);
	exit(1); /* bad form to call exit here... */
}

static gboolean delete_event( GtkWidget *widget,
                              GdkEvent  *event,
                              gpointer   data )
{
    /* If you return FALSE in the "delete_event" signal handler,
     * GTK will emit the "destroy" signal. Returning TRUE means
     * you don't want the window to be destroyed.
     * This is useful for popping up 'are you sure you want to quit?'
     * type dialogs. */

    /* g_print ("delete event occurred\n");*/

    /* Change TRUE to FALSE and the main window will be destroyed with
     * a "delete_event". */
    gettimeofday(&end_time, NULL);
    printf("%d frames / %d seconds, %g frames/sec\n", 
		nframes, (int) (end_time.tv_sec - start_time.tv_sec),
		(0.0 + nframes) / (0.0 + end_time.tv_sec - start_time.tv_sec));
    return FALSE;
}

/* Another callback */
static void destroy( GtkWidget *widget,
                     gpointer   data )
{
    gtk_main_quit ();
}

void game_ended();
void start_level();
void timer_expired()
{
	static int game_over_count = 0;

	/* printf("timer expired, %d\n", timer_event); */
	switch (timer_event) {
	case BLINK_EVENT:
		setup_text();
		if (credits >= 1) {
			game_over_count = 0;
			next_timer = timer + 1;
			timer_event = GAME_ENDED_EVENT;
			strcpy(textline[GAME_OVER].string, " Game Over");
			break;
		}
		game_over_count++;
		timer_event = BLANK_GAME_OVER_1_EVENT;
		next_timer = timer + 20;
		strcpy(textline[GAME_OVER].string, " Game Over");
		break;
	case BLANK_GAME_OVER_1_EVENT:
		timer_event = INSERT_COIN_EVENT;
		next_timer = timer + 20;
		strcpy(textline[GAME_OVER].string, "");
		break;
	case INSERT_COIN_EVENT:
		timer_event = BLANK_GAME_OVER_2_EVENT;
		next_timer = timer + 20;
		strcpy(textline[GAME_OVER].string, "Insert Coin");
		break;
	case BLANK_GAME_OVER_2_EVENT:
		if (game_over_count >= 3) {
			static int wherenext = 0;
			wherenext = (wherenext+1) % 4; 
			switch (wherenext) {
			case 0: timer_event = CREDITS1_EVENT;
				break;
			case 1: timer_event = INTRO1_EVENT;
				break;
			case 2: timer_event = START_HIGHSCORES_EVENT;
				break;
			case 3: 
			default: timer_event = KEYS1_EVENT;
				break;
			}
		} else
			timer_event = BLINK_EVENT;
		next_timer = timer + 20;
		strcpy(textline[GAME_OVER].string, "");
		break;
	case CREDITS1_EVENT: {
		int yline = 6;
		int x = 12;
		ntextlines = 1;
		set_font(SMALL_FONT);
		gotoxy(x,yline++);
		yline++;
		gotoxy(x,yline++);
		gameprint("Programming:   Stephen Cameron");
		gotoxy(x,yline++);
		gameprint("Game design:   Stephen Cameron");
		gotoxy(x,yline++);
		gameprint("Music:         Stephen Cameron,");
		gotoxy(x,yline++);
		gameprint("               Marty Kiel and");
		gotoxy(x,yline++);
		gameprint("               Skip Kavanaugh");
		gotoxy(x,yline++);
		gameprint("Sound effects: Stephen Cameron.");
		gotoxy(x,yline++);
		gotoxy(x,yline++);
		timer_event = CREDITS2_EVENT;
		next_timer = timer + 100;
		game_over_count = 0;
		break;
		}
	case CREDITS2_EVENT:
		ntextlines = 1;
		setup_text();
		timer_event = BLINK_EVENT;
		timer_event = BLANK_GAME_OVER_1_EVENT;
		next_timer = timer + 1;
		break;

	case INTRO1_EVENT: {
		int yline = 5;
		int x = 12;
		ntextlines = 1;
		set_font(SMALL_FONT);
		gotoxy(x,yline++);
		gameprint("In the beginning, there was ed."); gotoxy(x,yline++);
		gameprint("Ed is the standard text editor."); gotoxy(x,yline++);
		gameprint("Then there was vi, and it was good."); gotoxy(x,yline++);
		gameprint("Then came emacs, and disharmony."); gotoxy(x,yline++);
		gameprint("Your mission is to traverse core"); gotoxy(x,yline++);
		gameprint("memory and rid the host of emacs."); gotoxy(x,yline++);
		gameprint("It will not be an easy mission, as"); gotoxy(x,yline++);
		gameprint("there are many emacs friendly"); gotoxy(x, yline++);
		gameprint("processes."); gotoxy(x,yline++);
		timer_event = INTRO2_EVENT;
		next_timer = timer + 8 * frame_rate_hz;
		game_over_count = 0;
		break;
		}
	case INTRO2_EVENT: {
		ntextlines = 1;
		setup_text();
		timer_event = BLINK_EVENT;
		timer_event = BLANK_GAME_OVER_1_EVENT;
		/* timer_event = KEYS1_EVENT;*/
		next_timer = timer + 1;
		break;
		}
	case START_HIGHSCORES_EVENT: {
		int yline = 2;
		int x = 17;
		int h;
		char score[20];
		ntextlines = 1;
		set_font(SMALL_FONT);
		gotoxy(x+4,1);
		gameprint("High Scores");
		for (h = 0; h<MAXHIGHSCORES; h++) {
			gotoxy(x,yline + h);
			sprintf(score, "%c%c%c   %12d", 
				highscore[h].name[0],
				highscore[h].name[1],
				highscore[h].name[2],
				highscore[h].score);
			gameprint(score);
		}
		timer_event = END_HIGHSCORES_EVENT;
		next_timer = timer + 8 * frame_rate_hz;
		game_over_count = 0;
		break;
		}
	case END_HIGHSCORES_EVENT: {
		ntextlines = 1;
		setup_text();
		timer_event = BLINK_EVENT;
		timer_event = BLANK_GAME_OVER_1_EVENT;
		/* timer_event = KEYS1_EVENT;*/
		next_timer = timer + 1;
		break;
		}
	case KEYS1_EVENT: {
		int yline = 2;
		int x = 18;
		ntextlines = 1;
		set_font(SMALL_FONT);
		gotoxy(x,yline++);
		gameprint("Controls:"); yline++; gotoxy(x,yline++);
		gameprint("h  move left"); gotoxy(x,yline++);
		gameprint("l  move right"); gotoxy(x,yline++);
		gameprint("k  move up"); gotoxy(x,yline++);
		gameprint("j  move down"); gotoxy(x,yline++);
		gameprint("z  fires laser"); gotoxy(x,yline++);
		gameprint("b  drops bomb"); gotoxy(x,yline++);
		gameprint("c  drops chaff"); gotoxy(x,yline++);
		yline++;
		gameprint("Q  Insert Quarter"); gotoxy(x-8, yline++);
		gameprint("Esc to Exit -- F1 for Help"); gotoxy(x,yline++);
		next_timer = timer + 8 * frame_rate_hz;
		game_over_count = 0;
		timer_event = KEYS2_EVENT;
		break;
		}
	case KEYS2_EVENT: {
		ntextlines = 1;
		setup_text();
		timer_event = BLANK_GAME_OVER_1_EVENT;
		next_timer = timer + 1;
		break;
		}
	case READY_EVENT:
		/* This whole text thing needs major revamping... ugly as hell. */
		set_font(BIG_FONT);
		start_level();
		wwviaudio_play_music(MUSIC_SOUND);
		strcpy(textline[CREDITS].string, "");
		sprintf(textline[GAME_OVER].string, "Level %d...", 
			level.level_number);
		textline[GAME_OVER].font = BIG_FONT;
		textline[GAME_OVER].x = (4+1) * font_scale[current_font]*3;
		textline[GAME_OVER].y = (3+1) * font_scale[current_font]*7;
		gettimeofday(&game_state.start_time, NULL);
		next_timer += frame_rate_hz;
		timer_event = SET_EVENT;
		ntextlines = 2;
		game_state.x = 0;
		game_state.y = 0;
		game_state.vy = 0;
		game_state.vx = 0;
		break;
	case SET_EVENT:
		sprintf(textline[GAME_OVER].string, "%s", 
			leveld[level.level_number]->level_name);
		/* strcpy(textline[GAME_OVER].string, "Ready,Set..."); */
		ntextlines = 2;
		next_timer += frame_rate_hz;
		timer_event = GO_EVENT;
		break;
	case GO_EVENT:
		if (!xmas_mode)
			strcpy(textline[GAME_OVER].string, "Prepare to die!");
		else
			strcpy(textline[GAME_OVER].string, "Go Santa, Go!");
		next_timer += frame_rate_hz;
		timer_event = BLANK_EVENT;
		break;
	case BLANK_EVENT:
		ntextlines = 1;
		game_state.vx = PLAYER_SPEED;
		break;
	case GAME_ENDED_EVENT:
		timer_event = GAME_ENDED_EVENT_2;
		next_timer = timer + frame_rate_hz;
		if (credits <= 0) {
			setup_text(); /* <--- sets next_timer, timer_event */
			timer_event = GAME_ENDED_EVENT_2;
			next_timer = timer + frame_rate_hz;
			strcpy(textline[GAME_OVER+1].string, FINAL_MSG1);
			strcpy(textline[GAME_OVER].string, FINAL_MSG2);
			ntextlines = 4;
			next_timer = timer + 4*frame_rate_hz;
		} else {
			strcpy(textline[GAME_OVER].string, "");
			timer_event = GAME_ENDED_EVENT_2;
			ntextlines = 2;
		}
		break;
	case GAME_ENDED_EVENT_2:
		next_timer = timer + 1;
		if (credits <= 0) {
			game_ended();
			start_level();
			timer_event = BLINK_EVENT;
			strcpy(textline[GAME_OVER+1].string, FINAL_MSG1);
			strcpy(textline[GAME_OVER].string, FINAL_MSG2);
			ntextlines = 4;
			next_timer = timer + 2*frame_rate_hz;
		} else {
			timer_event = READY_EVENT; 
			ntextlines = 2;
		}
		game_ended();
		break;
	case START_INTERMISSION_EVENT:
		/* drawing area expose event handler handles this directly */
		break;
	case NEW_HIGH_SCORE_PRE_EVENT:
		if (credits <= 0) {
			setup_text();
			strcpy(textline[GAME_OVER+1].string, "NEW HIGH");
			strcpy(textline[GAME_OVER].string, "SCORE!!!");
			ntextlines = 4;
		} else {
			strcpy(textline[GAME_OVER].string, "");
			ntextlines = 2;
		}
		timer_event = NEW_HIGH_SCORE_PRE2_EVENT; /* undo some of what setup_text() did. */
		next_timer = timer + frame_rate_hz*3;
		break;
	case NEW_HIGH_SCORE_PRE2_EVENT:
		/* This just transitions to NEW_HIGH_SCORE_EVENT */
		/* Need this state because advance game and joystick directly */
		/* trigger off timer_event value. */
		timer_event = NEW_HIGH_SCORE_EVENT;
		next_timer = timer;
		break;
	case NEW_HIGH_SCORE_EVENT:
		/* drawing area expose event handler handles this directly */
		break;
	case END_INTERMISSION_EVENT:
		advance_level();
		timer_event = READY_EVENT;
		ntextlines = 2;
		next_timer = timer+1;
		break;
	default: 
		break;
	}
}

void really_quit()
{
	gettimeofday(&end_time, NULL);
	printf("%d frames / %d seconds, %g frames/sec\n", 
		nframes, (int) (end_time.tv_sec - start_time.tv_sec),
		(0.0 + nframes) / (0.0 + end_time.tv_sec - start_time.tv_sec));
	destroy_event(window, NULL);
}

void deal_with_joystick();
void deal_with_keyboard();

gint advance_game(gpointer data)
{
	int i, ndead, nalive;


	if (game_pause == 1) {
		if (game_pause_help) {
			deal_with_keyboard();
			gdk_threads_enter();
			gtk_widget_queue_draw(main_da);
			nframes++;
			gdk_threads_leave();
		}
		return TRUE;
	}

	if (jsfd >= 0)
		deal_with_joystick();

	deal_with_keyboard();

	if (in_the_process_of_quitting) {
		gdk_threads_enter();
		gtk_widget_queue_draw(main_da);
		nframes++;
		gdk_threads_leave();
		if (final_quit_selection)
			really_quit();
		return TRUE;
	}

	gdk_threads_enter();
	ndead = 0;
	nalive = 0;
	game_state.x += game_state.vx;
	game_state.y += game_state.vy; 


	timer++;
	if (timer == next_timer)
		timer_expired();

	if (timer_event == END_INTERMISSION_EVENT)
		return TRUE;

	game_state.missile_locked = 0;
	if (timer_event != START_INTERMISSION_EVENT && 
		timer_event != NEW_HIGH_SCORE_EVENT) {
		int temp_highest_obj = 0;
		for (i=0;i<=highest_object_number;i++) {
#if 0
			if (game_state.go[i].alive) {
				/* printf("%d ", i);*/
				nalive++;
			} else {
				ndead++;
				clearbit(&free_obj_bitmap[i >> 5], i % 32);
			}
#endif

			if (game_state.go[i].alive) {
				if (game_state.go[i].move != NULL)
					game_state.go[i].move(&game_state.go[i]);
				temp_highest_obj = i;	
			}
			/* if (game_state.go[i].alive && game_state.go[i].move == NULL)*/
				/* printf("NULL MOVE!\n");*/
		}
		highest_object_number = temp_highest_obj;
		if (game_state.missile_locked && timer % 10 == 0 && want_missile_alarm)
			wwviaudio_add_sound(MISSILE_LOCK_SIREN_SOUND);
	}
	gtk_widget_queue_draw(main_da);
	nframes++;
	/* printf("ndead=%d, nalive=%d\n", ndead, nalive);*/
	gdk_threads_leave();
#if 0
	if (WORLDWIDTH - game_state.x < 100)
		return FALSE;
	else
		return TRUE;
#endif
	return TRUE;
}

void setup_text()
{
	cleartext();
	gotoxy(4,1);
	gameprint("");
	set_font(BIG_FONT);
	gotoxy(4,3);
	gameprint(" Game Over\n");
	gotoxy(4,2);
	gameprint("Word War vi\n");
	set_font(SMALL_FONT);
	gotoxy(15,13);
	gameprint("(c) 2007 Stephen Cameron\n");
	timer_event = BLINK_EVENT;
	next_timer = timer + 30;
#if 0
	gotoxy(1,6);
	gameprint("abcdefghijklmn");
	gotoxy(1,7);
	gameprint("opqrstuvwxyz");
	gotoxy(1,8);
	gameprint("0123456789,.+-");
#endif
}

void initialize_game_state_new_level()
{
	game_state.lives = 3;
	game_state.humanoids = 0;
	game_state.prev_score = 0;
	game_state.health = game_state.max_player_health;
	game_state.nbombs = leveld[level.level_number]->nbombs;
	game_state.ngbombs = leveld[level.level_number]->ngbombs;
	game_state.prev_bombs = -1;
	init_kill_tally();
	game_state.cmd_multiplier = 1;
	game_state.radar_state = RADAR_BOOTUP;
	game_state.nextlasertime = timer;
	game_state.nextlasercolor = NCOLORS + NSPARKCOLORS;
	game_state.nextbombtime = timer;
	game_state.nextchafftime = timer;
	game_state.key_up_pressed = 0;
	game_state.key_down_pressed = 0;
	game_state.key_left_pressed = 0;
	game_state.key_right_pressed = 0;
	game_state.key_bomb_pressed = 0;
	game_state.key_present_pressed = 0;
	game_state.key_gbomb_pressed = 0;
	game_state.key_laser_pressed = 0;
	game_state.key_chaff_pressed = 0;
	game_state.houses_gifted = 0;
}

void start_level()
{
	int i;
	struct level_obj_descriptor_entry *objdesc;

	if (timer != 0)
		free_buildings();
	for (i=0;i<MAXOBJS;i++) {
		game_state.go[i].alive = 0;
		game_state.go[i].vx = 0;
		game_state.go[i].vy = 0;
		game_state.go[i].move = move_obj;
	}
	memset(&game_state.go[0], 0, sizeof(game_state.go));
	target_head = NULL;
	memset(free_obj_bitmap, 0, sizeof(int) * NBITBLOCKS);
	init_object_numbers();
	init_stars();
	free_obj_bitmap[0] = 0x01;	
	game_state.humanoids = 0;
	game_state.direction = 1;
	player = &game_state.go[0];
	if (xmas_mode)
		player->draw = xmas_player_draw;
	else
		player->draw = player_draw;
	player->move = player_move;
	player->v = (game_state.direction == 1) ? &player_vect : &left_player_vect;
	player->x = 200;
	player->y = -100;
	player->vx = PLAYER_SPEED;
	player->vy = 0;
	add_target(player);
	player->alive = 1;
	player->bullseye = NULL;
	if (xmas_mode)
		player->color = ORANGE;
	else
		player->color = WHITE;
	
	player->destroy = generic_destroy_func;
	player->tsd.epd.count = -1;
	player->tsd.epd.count2 = 50;
	player->radar_image = 2;
	player->otype = OBJ_TYPE_PLAYER;
	game_state.health = game_state.max_player_health;
	game_state.nbombs = leveld[level.level_number]->nbombs;
	game_state.ngbombs = leveld[level.level_number]->ngbombs;
	game_state.prev_bombs = -1;
	game_state.nobjs = MAXOBJS-1;
	game_state.x = 0;
	game_state.y = 0;
	game_state.radar_state = RADAR_BOOTUP;
	game_state.houses_gifted = 0;

	add_reindeer();

	srandom(level.random_seed);
	generate_terrain(&terrain);

	add_buildings(&terrain);/* Some FreeBSD users report that */
				/*add_buildings() causes crashes. */
				/* Commenting this out on FreeBSD */
				/* may help, but, no buildings. */
				/* I've looked at the code, but */
				/* don't see anything wrong with it. */
	add_humanoids(&terrain);
	add_bridges(&terrain);
	add_socket(&terrain);

	level.nrockets = 0;
	level.nbigrockets = 0;
	level.njets = 0;
	level.nflak = 0;
	level.nfueltanks = 0;
	level.njammers = 0;
	level.ncron = 0;
	level.nships = 0;
	level.ngdbs = 0;
	level.noctopi = 0;
	level.nballoons = 0;
	level.ntentacles = 0;
	level.nsams = 0;
	level.nairships = 0;
	level.nworms = 0;
	level.nkguns = 0;

	objdesc = leveld[level.level_number]->objdesc;

	for (i=0;i<leveld[level.level_number]->nobj_desc_entries;i++) {
		switch (objdesc[i].obj_type) {
		case OBJ_TYPE_ROCKET: 
			add_rockets(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_BIG_ROCKET: 
			add_big_rockets(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_JET:
			add_jets(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_FUEL:
			add_fuel(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_JAMMER:
			add_jammers(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_CRON:
			add_cron(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_SHIP:
			add_ships(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_SAM_STATION:
			add_SAMs(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_GUN:
			add_flak_guns(&terrain, &objdesc[i], 
				leveld[level.level_number]->laser_velocity_factor);
			break;
		case OBJ_TYPE_KGUN:
			add_kernel_guns(&terrain, &objdesc[i],
				leveld[level.level_number]->laser_velocity_factor);
			break;
		case OBJ_TYPE_TESLA:
			add_tesla_towers(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_AIRSHIP:
			add_airships(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_WORM:
			add_worms(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_BALLOON:
			add_balloons(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_GDB:
			add_gdbs(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_OCTOPUS:
			add_octopi(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_TENTACLE:
			add_tentacles(&terrain, &objdesc[i]);
			break;
		case OBJ_TYPE_GUNWHEEL:
			add_gunwheels(&terrain, &objdesc[i]);
			break;
		}
	}
	add_houses(&terrain, NULL);

	if (credits == 0)
		setup_text();
	wwviaudio_add_sound(USETHESOURCE_SOUND);
	/* printf("use the force.\n"); */

}

void init_levels_to_beginning()
{
	int i;
	if (credits <= 0) {
		level.random_seed = random();
		level.level_number = randomn((ARRAY_SIZE(leveld))-1);
	} else {
		level.level_number = 0;
		level.random_seed = initial_random_seed;
	}

	level.nbridges = NBRIDGES;
	level.nbuildings = NBUILDINGS;
	level.nhumanoids = NHUMANOIDS;

	level.kgun_health = leveld[level.level_number]->max_kgun_health;
	level.laser_fire_chance = leveld[level.level_number]->laser_fire_chance;
	level.jetpilot_firechance = leveld[level.level_number]->jetpilot_firechance;
	level.large_scale_roughness = leveld[level.level_number]->large_scale_roughness;
	level.small_scale_roughness = leveld[level.level_number]->small_scale_roughness;

#ifdef LEVELWARP
	for (i=0;i<levelwarp;i++)
		advance_level();
#endif
}

void game_ended()
{
	init_levels_to_beginning();
	initialize_game_state_new_level();
	game_state.score = 0;
	/* start_level(); */
}

void advance_level()
{
	srandom(level.random_seed);
	level.random_seed = random(); /* deterministic */

	level.level_number++;
	if (leveld[level.level_number] == NULL)
		level.level_number--;

	if (!xmas_mode)
		level.ground_color = (level.ground_color + 1) %
			ARRAY_SIZE(planet_color);
	else
		level.ground_color = 6;  /* white */

	level.large_scale_roughness = leveld[level.level_number]->large_scale_roughness;
	level.small_scale_roughness = leveld[level.level_number]->small_scale_roughness;
	initialize_game_state_new_level();
}


void insert_quarter()
{
	credits++;
	autopilot_mode = 0;
	if (credits == 1) {
		wwviaudio_cancel_all_sounds();
		destiny_facedown = 0;
		game_state.sound_effects_on = 1;
		wwviaudio_resume_sound_effects();
		wwviaudio_resume_music();
		wwviaudio_add_sound(INSERT_COIN_SOUND);
		sleep(2);
		ntextlines = 1;
		game_ended();
		/* initialize_game_state_new_level();
		init_levels_to_beginning();
		start_level(); */
		init_levels_to_beginning();
		timer_event = READY_EVENT;
		next_timer = timer+1;
	} else
		wwviaudio_add_sound(INSERT_COIN_SOUND);
	strcpy(textline[CREDITS].string, "");
}

/* this is just a table to map joystick positions to numbers.  Notice there are more
 * lower numbers than higher numbers.  The idea is motion is finer in the middle, and
 * coarser at the edges.  I just pulled these numbers out of my ass, really.
 *
 * The -32767 to 0 range, and the 0 to 32767 range are mapped onto this array,
 * linearly, then the values in the array are used -- mapping it to nonlinear values.
 * This is used for the y axis.  
 *
 * The x axis of the joystick mostly has a big dead zone in the center, with
 * only things happening at the extreme edges of the stick's travel.
 *
 * Not sure that's the best way, but it seems to be sort of working ok,
 * which my previous schemes weren't really ok.
 */
int yjstable[] = { 1,1,1,1,1,1,1,1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2,  3, 3, 3, 3, 3, 3,
	4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10,
	11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 
	19, 20, 21, 22, 23, 24, 25 };
int nyjstable = ARRAY_SIZE(yjstable);

enum keyaction { keynone, keydown, keyup, keyleft, keyright, 
		keylaser, keybomb, keychaff, keygravitybomb,
		keyquarter, keypause, key2, key3, key4, key5, key6,
		key7, key8, keysuicide, keyfullscreen, keythrust, 
		keysoundeffects, keymusic, keyquit, keytogglemissilealarm,
		keypausehelp, keyreverse, key_droppresent
};

char *keyactionstring[] = {
	"none", "down", "up", "left", "right", 
	"laser", "bomb", "chaff", "gravitybomb",
	"quarter", "pause", "2x", "3x", "4x", "5x", "6x",
	"7x", "8x", "suicide", "fullscreen", "thrust", 
	"soundeffect", "music", "quit", "missilealarm", "help", "reverse", "gift"
};

enum keyaction jsbuttonaction[11] = {
		/* default joystick button assignments. */
		key_droppresent, /* button 0 */
		keybomb,	 /* button 1 */
		keybomb,	 /* button 2 */
		keylaser,	 /* button 3 */
		keylaser,	 /* button 4 */
		keybomb,	 /* button 5 */
		keylaser,	 /* button 6 */
		keylaser,	 /* button 7 */
		/* keyquarter,*/ /* button 8 */ /* <-- This is no good on xbox360 controller */
		keylaser,	 /* button 8 */
		keygravitybomb,	 /* button 9 */
		keylaser,	 /* button 10 */
	};

void deal_with_joystick()
{
	int rc;
	/* why can I get away with this kind of initializer */
	/* in the linux kernel, but not here?  Well, not without the */
	/* compiler moaning, anyway. */
	static struct wwvi_js_event jse; 
	int index = 0;
	int newvy, diff;
	static int next_joystick_motion_timer = 0;
	static int next_joystick_button_timer = 0;
	int  i;
	int moved;
	int zero = 0;

	int do_bomb = 0;
	int do_droppresent = 0;
	int do_quarter = 0;
	int do_laser = 0;
	int do_chaff = 0;
	int do_gbomb = 0;
	int do_thrust = 0;
	int do_reverse = 0;
	int do_right = 0;
	int do_left = 0;
	int do_up = 0;
	int do_down = 0;
	int do_suicide = 0;

	int *xaxis = &zero;
	int *yaxis = &zero;

	xaxis = &jse.stick_x;
	yaxis = &jse.stick_y;

#define JOYSTICK_SENSITIVITY 5000
#define XJOYSTICK_THRESHOLD 20000

	memset(&jse.button[0], 0, sizeof(jse.button[0]*10));
	rc = get_joystick_status(&jse);
	if (rc != 0)
		return;

	if (in_the_process_of_quitting) {
		if (*xaxis < -XJOYSTICK_THRESHOLD) {
			last_user_input_time = timer;
			current_quit_selection = 1;
		} else
			if (*xaxis > XJOYSTICK_THRESHOLD) {
				last_user_input_time = timer;
				current_quit_selection = 0;
		}
		for (i=0;i<10;i++)
			if (jse.button[i] == 1 && jsbuttonaction[i] == keylaser) {
				final_quit_selection = current_quit_selection;
				if (!final_quit_selection) {
					in_the_process_of_quitting = 0;
					last_user_input_time = timer;
					wwviaudio_resume_audio();
					/* prevent just selecting "don't quit" from */
					/* putting in a quarter. */
					next_quarter_time = timer + frame_rate_hz;
				}
			}
		return;
	}

	if (game_pause_help) {
		return;
	}

	highscore_buttonpress = 0;
	if (timer_event == NEW_HIGH_SCORE_EVENT) {
		moved = 0;
		/* user is entering high scores. */
		if (timer > next_joystick_motion_timer) {
			next_joystick_motion_timer = timer + (frame_rate_hz >> 3);
			if (*xaxis < -XJOYSTICK_THRESHOLD) {
				highscore_letter--;
				if (highscore_letter < 0)
					highscore_letter = 26;
				moved = 1;
			}
			if (*xaxis > XJOYSTICK_THRESHOLD) {
				highscore_letter++;
				if (highscore_letter > 26)
					highscore_letter = 0;
				moved = 1;
			}
			if (*yaxis < -XJOYSTICK_THRESHOLD) {
				highscore_letter -= 9;
				if (highscore_letter < 0)
					highscore_letter += 27;
				moved = 1;
			}
			if (*yaxis > XJOYSTICK_THRESHOLD) {
				highscore_letter += 9;
				if (highscore_letter > 26)
					highscore_letter -= 27;
				moved = 1;
			}
		}
		if (timer > next_joystick_button_timer) {
			next_joystick_button_timer = timer + (frame_rate_hz >> 3);
			for (i=0;i<10;i++) {
				if (jse.button[i] && jsbuttonaction[i] == keylaser) {
					highscore_buttonpress = 1;
					if (highscore_letter >= 0 && highscore_letter < 26) {
						highscore_initials[highscore_current_initial] = highscore_letter + 'A';
						highscore_current_initial++;
					} else if (highscore_letter == 26) { /* done. */
						highscore_current_initial = 3; /* ends it. */
					}
					moved = 1;
				}
				if (jse.button[i] && jsbuttonaction[i] == keyquit) {
					in_the_process_of_quitting = !in_the_process_of_quitting;
					if (in_the_process_of_quitting)
						wwviaudio_pause_audio();
					else
						wwviaudio_resume_audio();
				}
			}
		}
		if (moved) {
			last_user_input_time = timer; 
			wwviaudio_add_sound(PLAYER_LASER_SOUND);
		}
		return;
	}

	if (game_state.health <= 0 && credits >= 1) {
		return;
	}

	if (credits <= 0) {
		if (*xaxis < -XJOYSTICK_THRESHOLD ||
			*xaxis > XJOYSTICK_THRESHOLD ||
			*yaxis < -XJOYSTICK_THRESHOLD ||
			*yaxis > XJOYSTICK_THRESHOLD)
			last_user_input_time = timer; 
		for (i=0;i<10;i++)
			if (jse.button[i])
				last_user_input_time = timer; 
		goto no_credits;
	}

	/* xaxis, horizontal movement */	
	if (*xaxis < -XJOYSTICK_THRESHOLD) {
		if (game_state.direction != -1) {
			player->vx = player->vx / 2;
			game_state.direction = -1;
			set_player_vect();
		} else if (abs(player->vx + game_state.direction) < MAX_VX)
				player->vx += game_state.direction;
		last_user_input_time = timer; 
	} else if (*xaxis > XJOYSTICK_THRESHOLD) {
		if (game_state.direction != 1) {
			player->vx = player->vx / 2;
			game_state.direction = 1;
			set_player_vect();
		} else if (abs(player->vx + game_state.direction) < MAX_VX)
				player->vx += game_state.direction;
		last_user_input_time = timer; 
	} else {
		;
#if 0
		if (player->vx > 0 && (timer % 5) == 0)
			player->vx--;
		else if (player->vx < 0 && (timer % 5) == 0)
			player->vx++;
#endif
	}

	/* yaxis vertical movement */
	if (*yaxis > JOYSTICK_SENSITIVITY) {
		if (player->vy < MAX_VY)
			index = nyjstable * *yaxis / 32767;
		if (index < 0)
			index = 0;
		else if (index > nyjstable-1)
			index = nyjstable-1;
		newvy = yjstable[index];
		diff = newvy - player->vy;
		if (abs(diff) > 4)
			player->vy = player->vy + (diff >> 1);
		else 
			player->vy = player->vy + 2;
		last_user_input_time = timer; 
		/* player->vy = yjstable[index];	*/
		/* player->vy = MAX_VY * jse.stick1_y / 32767;*/
		/* player->vy += 2;*/
		/*player->vy += 4;*/
	} else if (*yaxis < -JOYSTICK_SENSITIVITY) {
		if (player->vy > -MAX_VY)
			index = -nyjstable * *yaxis / 32767;
		if (index < 0)
			index = 0;
		else if (index > nyjstable-1)
			index = nyjstable-1;
		newvy = -yjstable[index];
		diff = newvy - player->vy;
		if (abs(diff) > 4)
			player->vy = player->vy + (diff >> 1);
		else 
			player->vy = player->vy - 2;
		/* player->vy = -yjstable[index];	*/
		/* player->vy = MAX_VY * jse.stick1_y / 32767;*/
		/* player->vy -= 4;*/
		/*player->vy -= 4;*/
		last_user_input_time = timer; 
	} else {
		if (player->vy > 0)
			player->vy--;
		else if (player->vy < 0)
			player->vy++;
	}

	for (i=0;i<11;i++) {
		if (jse.button[i] == 1) {
			last_user_input_time = timer; 
			switch(jsbuttonaction[i]) {
			case keysuicide:
				do_suicide = 1;
			case keydown:
				do_down = 1;
				break;
			case keyup:
				do_up = 1;
				break;
			case keyleft:
				do_left = 1;
				break;
			case keyright:
				do_right = 1;
				break;
			case keylaser:
				do_laser = 1;
				break;
			case keybomb:
				do_bomb = 1;
				break;
			case key_droppresent:
				do_droppresent = 1;
				break;
			case keypause:
				break;
			case keypausehelp:
				break;
			case keychaff:
				do_chaff = 1;
				break;
			case keygravitybomb:
				do_gbomb = 1;
				break;
			case keyquarter:
				do_quarter = 1;
				break;
			case keythrust:
				do_thrust = 1;
				break;
			case keyquit:
				in_the_process_of_quitting = !in_the_process_of_quitting;
				if (in_the_process_of_quitting)
					wwviaudio_pause_audio();
				else
					wwviaudio_resume_audio();
				break;
			case keytogglemissilealarm:
				want_missile_alarm = !want_missile_alarm;
				break;
			case keymusic:
				wwviaudio_toggle_music();
				break;
			case keyreverse:
				do_reverse = 1;
				break;
			case keysoundeffects:
				game_state.sound_effects_on = !game_state.sound_effects_on;
				game_state.sound_effects_manually_turned_off = (!game_state.sound_effects_on);
				wwviaudio_toggle_sound_effects();
				break;
			default:
				break;
			}
		}
	}
			
	/* Buttons... */
	if (do_bomb)
		drop_bomb();

	if (do_droppresent && xmas_mode)
		drop_present();

	if (do_laser)
		player_fire_laser();

	if (do_chaff)
		drop_chaff();

	if (do_gbomb)
		drop_gravity_bomb();

	if (do_reverse) {
		if (timer > next_joystick_button_timer) {
			game_state.direction = -game_state.direction;
			set_player_vect();
			next_joystick_button_timer = timer + frame_rate_hz / 8;
		}
	}

#if 0
	/* these aren't implemented yet because i'm lazy */
	/* they should do the same as what happens when */
	/* game_state.key_xxx_pressed == 1, though we can't */
	/* just use that directly because nothing will set it */
	/* back to zero -- it will conflict with actual keyboard. */
	if (do_left) {
	}
	
	if (do_right) {
	}

	if (do_up) {
	}

	if (do_down) {
	}
#endif

	if (do_thrust)
		if (abs(player->vx + game_state.direction) < MAX_VX)
			player->vx += game_state.direction;

	if ((do_quarter) && timer > next_quarter_time) {
		insert_quarter();
		next_quarter_time = timer + (frame_rate_hz);
	}

	if (do_suicide) {
		if (credits > 0)
			game_state.health = -1;
	}
	return;

no_credits:

	/* check to see if quit button pressed. */
	for (i=0;i<10;i++) {
		if (jse.button[i] && jsbuttonaction[i] == keyquit) {
			in_the_process_of_quitting = 1;
			wwviaudio_pause_audio();
			return;
		}
	}

	/* If credits are zero, or health is zero -- ANY button on the joystick */
	/* will put in a quarter. */
	if (timer > next_quarter_time) {
		for (i=0;i<10;i++)
			if (jse.button[i]) {
				insert_quarter();
				next_quarter_time = timer + frame_rate_hz;
				break;
			}
	}
}

void deal_with_keyboard()
{
	static int lastvy_inc = 0;
	int moved;
	static int next_keyboard_motion_timer = 0;

	if (in_the_process_of_quitting) {
		if (game_state.key_left_pressed)
			current_quit_selection = 1;
		if (game_state.key_right_pressed)
			current_quit_selection = 0;
		if (game_state.key_laser_pressed) {
			final_quit_selection = current_quit_selection;
			if (!final_quit_selection) {
				in_the_process_of_quitting = 0;
				wwviaudio_resume_audio();
			}
		}
	}

	if (timer_event == NEW_HIGH_SCORE_EVENT) {
		moved = 0;
		if (timer > next_keyboard_motion_timer) {
			next_keyboard_motion_timer = timer + (frame_rate_hz >> 3);
			if (game_state.key_left_pressed) {
				highscore_letter--;
				if (highscore_letter < 0)
					highscore_letter = 26;
				moved = 1;
			}
			if (game_state.key_right_pressed) {
				highscore_letter++;
				if (highscore_letter > 26)
					highscore_letter = 0;
				moved = 1;
			}
			if (game_state.key_up_pressed) {
				highscore_letter -= 9;
				if (highscore_letter < 0)
					highscore_letter += 27;
				moved = 1;
			}
			if (game_state.key_down_pressed) {
				highscore_letter += 9;
				if (highscore_letter > 26)
					highscore_letter -= 27;
				moved = 1;
			}
			if (game_state.key_laser_pressed) {
				highscore_buttonpress = 1;
				if (highscore_letter >= 0 && highscore_letter < 26) {
					highscore_initials[highscore_current_initial] = highscore_letter + 'A';
					highscore_current_initial++;
				} else if (highscore_letter == 26) { /* done. */
					highscore_current_initial = 3; /* ends it. */
				}
				moved = 1;
			}
		}
		if (moved) 
			wwviaudio_add_sound(PLAYER_LASER_SOUND);
		return;
	}

	if (game_state.health <= 0)
		return;

	if (credits <= 0)
		return;
#if 0
	printf("u%d d%d l%d r%d\n",
		game_state.key_up_pressed,
		game_state.key_down_pressed,
		game_state.key_left_pressed,
		game_state.key_right_pressed);
#endif
	if (game_state.key_left_pressed) {
		if (game_state.direction != -1) {
			player->vx = player->vx / 2;
			game_state.direction = -1;
			player->v = &left_player_vect;
		} else if (abs(player->vx + game_state.direction) < MAX_VX)
				player->vx += game_state.direction;
	} else if (game_state.key_right_pressed) {
		if (game_state.direction != 1) {
			player->vx = player->vx / 2;
			game_state.direction = 1;
			player->v = &player_vect;
		} else if (abs(player->vx + game_state.direction) < MAX_VX)
				player->vx += game_state.direction;
	}

	if (game_state.key_up_pressed) {
		if (lastvy_inc >= -1)
			lastvy_inc = -2;
		if (player->vy > 0) {
			lastvy_inc--;
		}
		player->vy += lastvy_inc;
		if ((timer & 0x03) == 3)
			lastvy_inc--;
		if (player->vy < -MAX_VY)
			player->vy = -MAX_VY;
	} else if (game_state.key_down_pressed) {
		if (lastvy_inc <= 1)
			lastvy_inc = 2;
		if (player->vy > 0) {
			lastvy_inc++;
		}
		player->vy += lastvy_inc;
		if ((timer & 0x03) == 3)
			lastvy_inc++;
		if (player->vy > MAX_VY)
			player->vy = MAX_VY;
	} else {
		/* Damp vy, but, only if they don't have a joystick. */
		/* the joystick code will damp vy, and we don't want */
		/* to damp it 2x if they have a joystick.  But, if they */
		/* don't have a joystick... damp it extra hard. */
		/* simply because the joystic has better control. */
		if (player->vy != 0 && jsfd < 0) {
			if (player->vy < -2)
				player->vy += 2;
			else if (player->vy > 2)
				player->vy -= 2;
			else
				player->vy = 0;
		}
		lastvy_inc = 0;
	}

	if (game_state.key_bomb_pressed)
		drop_bomb();

	if (game_state.key_present_pressed && xmas_mode)
		drop_present();

	if (game_state.key_gbomb_pressed)
		drop_gravity_bomb();

	if (game_state.key_laser_pressed)
		player_fire_laser();

	if (game_state.key_chaff_pressed)
		drop_chaff();
}



struct keyname_value_entry {
	char *name;
	unsigned int value;
} keyname_value_map[] = {
	{ "a", GDK_a }, 
	{ "b", GDK_b }, 
	{ "c", GDK_c }, 
	{ "d", GDK_d }, 
	{ "e", GDK_e }, 
	{ "f", GDK_f }, 
	{ "g", GDK_g }, 
	{ "h", GDK_h }, 
	{ "i", GDK_i }, 
	{ "j", GDK_j }, 
	{ "k", GDK_k }, 
	{ "l", GDK_l }, 
	{ "m", GDK_m }, 
	{ "n", GDK_n }, 
	{ "o", GDK_o }, 
	{ "p", GDK_p }, 
	{ "q", GDK_q }, 
	{ "r", GDK_r }, 
	{ "s", GDK_s }, 
	{ "t", GDK_t }, 
	{ "u", GDK_u }, 
	{ "v", GDK_v }, 
	{ "w", GDK_w }, 
	{ "x", GDK_x }, 
	{ "y", GDK_y }, 
	{ "z", GDK_z }, 
	{ "A", GDK_A }, 
	{ "B", GDK_B }, 
	{ "C", GDK_C }, 
	{ "D", GDK_D }, 
	{ "E", GDK_E }, 
	{ "F", GDK_F }, 
	{ "G", GDK_G }, 
	{ "H", GDK_H }, 
	{ "I", GDK_I }, 
	{ "J", GDK_J }, 
	{ "K", GDK_K }, 
	{ "L", GDK_L }, 
	{ "M", GDK_M }, 
	{ "N", GDK_N }, 
	{ "O", GDK_O }, 
	{ "P", GDK_P }, 
	{ "Q", GDK_Q }, 
	{ "R", GDK_R }, 
	{ "S", GDK_S }, 
	{ "T", GDK_T }, 
	{ "U", GDK_U }, 
	{ "V", GDK_V }, 
	{ "W", GDK_W }, 
	{ "X", GDK_X }, 
	{ "Y", GDK_Y }, 
	{ "Z", GDK_Z }, 
	{ "0", GDK_0 }, 
	{ "1", GDK_1 }, 
	{ "2", GDK_2 }, 
	{ "3", GDK_3 }, 
	{ "4", GDK_4 }, 
	{ "5", GDK_5 }, 
	{ "6", GDK_6 }, 
	{ "7", GDK_7 }, 
	{ "8", GDK_8 }, 
	{ "9", GDK_9 }, 
	{ "-", GDK_minus }, 
	{ "+", GDK_plus }, 
	{ "=", GDK_equal }, 
	{ "?", GDK_question }, 
	{ ".", GDK_period }, 
	{ ",", GDK_comma }, 
	{ "<", GDK_less }, 
	{ ">", GDK_greater }, 
	{ ":", GDK_colon }, 
	{ ";", GDK_semicolon }, 
	{ "@", GDK_at }, 
	{ "*", GDK_asterisk }, 
	{ "$", GDK_dollar }, 
	{ "%", GDK_percent }, 
	{ "&", GDK_ampersand }, 
	{ "'", GDK_apostrophe }, 
	{ "(", GDK_parenleft }, 
	{ ")", GDK_parenright }, 
	{ "space", GDK_space }, 
	{ "enter", GDK_Return }, 
	{ "return", GDK_Return }, 
	{ "backspace", GDK_BackSpace }, 
	{ "delete", GDK_Delete }, 
	{ "pause", GDK_Pause }, 
	{ "scrolllock", GDK_Scroll_Lock }, 
	{ "escape", GDK_Escape }, 
	{ "sysreq", GDK_Sys_Req }, 
	{ "left", GDK_Left }, 
	{ "right", GDK_Right }, 
	{ "up", GDK_Up }, 
	{ "down", GDK_Down }, 
	{ "kp_home", GDK_KP_Home }, 
	{ "kp_down", GDK_KP_Down }, 
	{ "kp_up", GDK_KP_Up }, 
	{ "kp_left", GDK_KP_Left }, 
	{ "kp_right", GDK_KP_Right }, 
	{ "kp_end", GDK_KP_End }, 
	{ "kp_delete", GDK_KP_Delete }, 
	{ "kp_insert", GDK_KP_Insert }, 
	{ "home", GDK_Home }, 
	{ "down", GDK_Down }, 
	{ "up", GDK_Up }, 
	{ "left", GDK_Left }, 
	{ "right", GDK_Right }, 
	{ "end", GDK_End }, 
	{ "delete", GDK_Delete }, 
	{ "insert", GDK_Insert }, 
	{ "kp_0", GDK_KP_0 }, 
	{ "kp_1", GDK_KP_1 }, 
	{ "kp_2", GDK_KP_2 }, 
	{ "kp_3", GDK_KP_3 }, 
	{ "kp_4", GDK_KP_4 }, 
	{ "kp_5", GDK_KP_5 }, 
	{ "kp_6", GDK_KP_6 }, 
	{ "kp_7", GDK_KP_7 }, 
	{ "kp_8", GDK_KP_8 }, 
	{ "kp_9", GDK_KP_9 }, 
	{ "f1", GDK_F1 }, 
	{ "f2", GDK_F2 }, 
	{ "f3", GDK_F3 }, 
	{ "f4", GDK_F4 }, 
	{ "f5", GDK_F5 }, 
	{ "f6", GDK_F6 }, 
	{ "f7", GDK_F7 }, 
	{ "f9", GDK_F9 }, 
	{ "f9", GDK_F9 }, 
	{ "f10", GDK_F10 }, 
	{ "f11", GDK_F11 }, 
	{ "f12", GDK_F12 }, 
};

enum keyaction keymap[256];
enum keyaction ffkeymap[256];
unsigned char *keycharmap[256];

static int helpscreen_pixel_row = -40;
line_drawing_function *old_line_draw;

void draw_line_help(GdkDrawable *drawable,
	GdkGC *gc, gint x1, gint y1, gint x2, gint y2)
{
	y1 = y1 - helpscreen_pixel_row;
	y2 = y2 - helpscreen_pixel_row;

	if (	x1 < 50 || x1 > SCREEN_WIDTH-100 || 
		y1 < 100 || y1 > SCREEN_HEIGHT-100 ||
		x2 < 50 || x2 > SCREEN_WIDTH-100 ||
		y2 < 100 || y2 > SCREEN_HEIGHT-100) 
		return;
	old_line_draw(drawable, gc, x1, y1, x2, y2);
}

static void draw_help_screen(GtkWidget *w)
{
	enum keyaction k;
	int row, column;
	int max_y;
	int y;


	gdk_gc_set_foreground(gc, &huex[BLACK]);
	wwvi_draw_rectangle(w->window, gc, TRUE, 50, 50, SCREEN_WIDTH-100, SCREEN_HEIGHT-100);
	gdk_gc_set_foreground(gc, &huex[RED]);
	wwvi_draw_rectangle(w->window, gc, FALSE, 50, 50, SCREEN_WIDTH-100, SCREEN_HEIGHT-100);

	if (helpscreen_pixel_row > -30)
		abs_xy_draw_string(w, "-- More Above -- (press 'up' arrow)", TINY_FONT, 80, 70);

	old_line_draw = current_draw_line; 
	current_draw_line = draw_line_help; 



	y = 90;
	gdk_gc_set_foreground(gc, &huex[GREEN]);
	abs_xy_draw_string(w, "Object of the game:", SMALL_FONT, 80, y);
	y += 50;
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "Rescue your four lost .swp files and transport them to the end of", TINY_FONT, 80, y);
	y += 20;
	abs_xy_draw_string(w, "the level and take the socket to the next node in the cluster.  Avoid", TINY_FONT, 80, y);
	y += 20;
	abs_xy_draw_string(w, "OS defenses and watch out for cron jobs which will attempt to destroy", TINY_FONT, 80, y);
	y += 20;
	abs_xy_draw_string(w, "your .swp files.  Use laser fire and bombs to destroy enemy processes.", TINY_FONT, 80, y);
	y += 50;

	gdk_gc_set_foreground(gc, &huex[GREEN]);
	abs_xy_draw_string(w, "Things you may encounter:", SMALL_FONT, 80, y);
	/* abs_xy_draw_string(w, "Help?", BIG_FONT, 300, 280);*/

	y += 50;
	gdk_gc_set_foreground(gc, &huex[GREEN]);
	draw_abs_scaled_generic(80, y, &cron_vect, w, 0.5, 0.5);
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "Cron Job", TINY_FONT, 110, y);
	gdk_gc_set_foreground(gc, &huex[CYAN]);

	y += 50;
	draw_abs_scaled_generic(80, y, &gdb_vect_left, w, 0.5, 0.5);
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "gdb", TINY_FONT, 110, y);
	gdk_gc_set_foreground(gc, &huex[CYAN]);

	y += 50;
	draw_abs_scaled_generic(80, y, &rocket_vect, w, 0.5, 0.5);
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "Rocket", TINY_FONT, 110, y);
	gdk_gc_set_foreground(gc, &huex[WHITE]);

	y += 50;
	draw_abs_scaled_generic(80, y, &SAM_station_vect, w, 0.5, 0.5);
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "SAM station", TINY_FONT, 110, y);

	y -= 150;
	gdk_gc_set_foreground(gc, &huex[CYAN]);
	draw_abs_scaled_generic(260, y, &airship_vect, w, 0.1, 0.1);
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "EMACS (Stallman's airship)", TINY_FONT, 310, y);
	gdk_gc_set_foreground(gc, &huex[WHITE]);

	y += 50;
	draw_abs_scaled_generic(260, y, &jet_vect, w, 0.5, 0.5);
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "Jet", TINY_FONT, 310, y);
	gdk_gc_set_foreground(gc, &huex[RED]);

	y += 50;
	draw_abs_scaled_generic(260, y, &kgun_vect, w, 0.5, 0.5);
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "Laser turret", TINY_FONT, 310, y);
	gdk_gc_set_foreground(gc, &huex[CYAN]);

	y += 50;
	draw_abs_scaled_generic(260, y, &balloon_vect, w, 0.2, 0.2);
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "fetchmail", TINY_FONT, 310, y);
	abs_xy_draw_string(w, "(Raymond's Gasbag)", TINY_FONT, 310, 300);

	y -= 150;	
	gdk_gc_set_foreground(gc, &huex[ORANGE]);
	draw_abs_scaled_generic(570, y, &fuel_vect, w, 0.5, 0.5);
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "Fuel tank", TINY_FONT, 620, y);
	gdk_gc_set_foreground(gc, &huex[MAGENTA]);

	y += 50;
	draw_abs_scaled_generic(570, y, &humanoid_vect, w, 1.0, 1.0);
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, ".swp file", TINY_FONT, 620, y);
	gdk_gc_set_foreground(gc, &huex[WHITE]);

	y += 50;
	draw_abs_scaled_generic(570, y, &socket_vect, w, 0.5, 0.5);
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "socket", TINY_FONT, 620, y);
	gdk_gc_set_foreground(gc, &huex[GREEN]);

	y += 50;
	draw_abs_scaled_generic(570, y, &jetpilot_vect_right, w, 1.0, 1.0);
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "Jet pilot", TINY_FONT, 620, y);

	y += 50;
	row = 0;
	column = 0;
	gdk_gc_set_foreground(gc, &huex[GREEN]);
	abs_xy_draw_string(w, "Controls:", SMALL_FONT, 80, y);
	gdk_gc_set_foreground(gc, &huex[WHITE]);

	y += 50;

	for (k=keydown;k<=key_droppresent;k++) {
		char str[50];
		int i, j, foundit;

		foundit = 0;
		for (i=0;i<ARRAY_SIZE(keymap);i++) {
			if (keymap[i] == k) {
				for (j=0;j<ARRAY_SIZE(keyname_value_map);j++) {
					if (keyname_value_map[j].value == i) {
						sprintf(str, "%15s %s", keyactionstring[k],
							keyname_value_map[j].name);

						abs_xy_draw_string(w, str, TINY_FONT, 80 + 200*column, y + row*20);
						column++;
						if (column > 2) {
							column = 0;
							row++;
						}
						/* foundit = 1;*/
						/* break;*/
					}
				}
			} else if (ffkeymap[i] == k) {
				for (j=0;j<ARRAY_SIZE(keyname_value_map);j++) {
					if ((keyname_value_map[j].value & 0x00ff) == i &&
						(keyname_value_map[j].value & 0xff00) != 0) {
						sprintf(str, "%15s %s", keyactionstring[k],
							keyname_value_map[j].name);

						abs_xy_draw_string(w, str, TINY_FONT, 80 + 200*column, y + row*20);
						column++;
						if (column > 2) {
							column = 0;
							row++;
						}
						/* foundit = 1;*/
						/* break;*/
					}
				}
			}
			if (foundit)
				break;
		}
	}
	max_y = y + row*20 + 30;

	y = max_y + 20;
	gdk_gc_set_foreground(gc, &huex[WHITE]);
	abs_xy_draw_string(w, "Additionally, you may use a gamepad such as an Xbox 360", TINY_FONT, 80, y);
	y += 20;
	abs_xy_draw_string(w, "controller (recommended) or a Logitech Dual Action Rumble.", TINY_FONT, 80, y);

	y += 40;

	gdk_gc_set_foreground(gc, &huex[GREEN]);
	abs_xy_draw_string(w, "About Word War vi:", SMALL_FONT, 80, y);
	gdk_gc_set_foreground(gc, &huex[WHITE]);

	y += 40;
	abs_xy_draw_string(w, "This is Word War vi version " WORDWARVI_VERSION, 
		TINY_FONT, 80, y); 

	y += 20;
	abs_xy_draw_string(w, "Be sure to read the wordwarvi man page as well.", 
		TINY_FONT, 80, y); 

	y += 20;
	abs_xy_draw_string(w, "(yes there is a man page.  Type 'man wordwarvi'.)", 
		TINY_FONT, 80, y); 

	y += 20;
	abs_xy_draw_string(w, "Check http://wordwarvi.sourceforge.net for updates.", 
		TINY_FONT, 80, y); 

	y += 20;
	max_y += 180;

	if (game_state.key_up_pressed  && helpscreen_pixel_row > -40) {
			helpscreen_pixel_row -= 5;
	}
	if ((game_state.key_down_pressed || game_state.key_laser_pressed)
		&& helpscreen_pixel_row < (max_y - (SCREEN_HEIGHT-100)) ) {
			helpscreen_pixel_row += 5;
	}

	current_draw_line = old_line_draw; 

	gdk_gc_set_foreground(gc, &huex[RED]);
	if (helpscreen_pixel_row < (max_y - (SCREEN_HEIGHT-100)))
		abs_xy_draw_string(w, "-- More Below -- (press 'down' arrow)", TINY_FONT, 80, SCREEN_HEIGHT-65);

#if 0
	if (current_help_selection == 1) {
		x = 130;
		gdk_gc_set_foreground(gc, &huex[WHITE]);
	} else {
		x = 480;
		gdk_gc_set_foreground(gc, &huex[RED]);
	}
	abs_xy_draw_string(w, "Yes help", SMALL_FONT, 150, 450);
	if (current_quit_selection == 0)
		gdk_gc_set_foreground(gc, &huex[WHITE]);
	else
		gdk_gc_set_foreground(gc, &huex[RED]);
	abs_xy_draw_string(w, "no help", SMALL_FONT, 500, 450);

	if ((quittimer & 0x04)) {
		gdk_gc_set_foreground(gc, &huex[WHITE]);
		wwvi_draw_rectangle(w->window, gc, FALSE, x, 420, 200, 50);
	}
#endif
}

void init_keymap()
{
	memset(keymap, 0, sizeof(keymap));
	memset(ffkeymap, 0, sizeof(ffkeymap));
	memset(keycharmap, 0, sizeof(keycharmap));

	keymap[GDK_j] = keydown;
	ffkeymap[GDK_Down & 0x00ff] = keydown;

	keymap[GDK_k] = keyup;
	ffkeymap[GDK_Up & 0x00ff] = keyup;

	keymap[GDK_l] = keyright;
	ffkeymap[GDK_Right & 0x00ff] = keyright;
	keymap[GDK_period] = keyright;
	keymap[GDK_greater] = keyright;

	keymap[GDK_h] = keyleft;
	ffkeymap[GDK_Left & 0x00ff] = keyleft;
	keymap[GDK_comma] = keyleft;
	keymap[GDK_less] = keyleft;

	keymap[GDK_space] = keylaser;
	keymap[GDK_z] = keylaser;

	keymap[GDK_b] = keybomb;
	keymap[GDK_v] = key_droppresent;
	keymap[GDK_g] = keygravitybomb;
	keymap[GDK_c] = keychaff;
	keymap[GDK_x] = keythrust;
	keymap[GDK_p] = keypause;
	ffkeymap[GDK_F1 & 0x00ff] = keypausehelp;
	keymap[GDK_q] = keyquarter;
	keymap[GDK_m] = keymusic;
	keymap[GDK_s] = keysoundeffects;
	ffkeymap[GDK_Escape & 0x00ff] = keyquit;
	keymap[GDK_1] = keytogglemissilealarm;

	keymap[GDK_2] = key2;
	keymap[GDK_3] = key3;
	keymap[GDK_4] = key4;
	keymap[GDK_5] = key5;
	keymap[GDK_6] = key6;
	keymap[GDK_7] = key7;
	keymap[GDK_8] = key8;
	keymap[GDK_9] = keysuicide;

	ffkeymap[GDK_F11 & 0x00ff] = keyfullscreen;
}

int remap_joystick_button(int button, char *actionname)
{
	enum keyaction i;

	if (button < 0 || button > 9)
		return -1;

	for (i=keynone;i<=key_droppresent;i++) {
		if (strcmp(keyactionstring[i], actionname) == 0) {
			printf("remapped joystick button %d to %s\n", 
				button, actionname);
			jsbuttonaction[button] = i;
			return 0;
		}
	}
	return -1;
}

int remapkey(char *keyname, char *actionname)
{
	enum keyaction i;
	int j;
	int index;

	for (i=keynone;i<=key_droppresent;i++) {
		if (strcmp(keyactionstring[i], actionname) == 0) {
			for (j=0;j<ARRAY_SIZE(keyname_value_map);j++) {
				if (strcmp(keyname_value_map[j].name, keyname) == 0) {
					if ((keyname_value_map[j].value & 0xff00) != 0) {
						index = keyname_value_map[j].value & 0x00ff;
						ffkeymap[index] = i;
					} else
						keymap[keyname_value_map[j].value] = i;
					return 0;
				}
			}
		}
	}
	return 1;
}

static gint key_release_cb(GtkWidget* widget, GdkEventKey* event, gpointer data)
{

	enum keyaction ka;

	if ((event->keyval & 0xff00) == 0)
		ka = keymap[event->keyval];
	else
		ka = ffkeymap[event->keyval & 0x00ff];
	last_user_input_time = timer;
	switch (ka) {
	case keydown:
		game_state.key_down_pressed = 0;
		return TRUE;
	case keyup:
		game_state.key_up_pressed = 0;
		return TRUE;
	case keyright:
		game_state.key_right_pressed = 0;
		return TRUE;
	case keyleft:
		game_state.key_left_pressed = 0;
		return TRUE;
	case keylaser:
		game_state.key_laser_pressed = 0;
		return TRUE;
	case keychaff:
		game_state.key_chaff_pressed = 0;
		return TRUE;
	case keybomb:
		game_state.key_bomb_pressed = 0;
		return TRUE;
	case key_droppresent:
		game_state.key_present_pressed = 0;
		return TRUE;
	case keygravitybomb:
		game_state.key_gbomb_pressed = 0;
		return TRUE;
	default:
		break;
	}
	return FALSE;
}



static gint key_press_cb(GtkWidget* widget, GdkEventKey* event, gpointer data)
{
	enum keyaction ka;
	/* char *x = (char *) data; */
#if 0
	if (event->length > 0)
		printf("The key event's string is `%s'\n", event->string);

	printf("The name of this keysym is `%s'\n", 
		gdk_keyval_name(event->keyval));
#endif

	if ((event->keyval & 0xff00) == 0)
		ka = keymap[event->keyval];
	else
		ka = ffkeymap[event->keyval & 0x00ff];

	last_user_input_time = timer;
	switch (ka) {
	case key2:
			game_state.cmd_multiplier = 2;
			return TRUE;
	case key3:
			game_state.cmd_multiplier = 3;
			return TRUE;
	case key4:
			game_state.cmd_multiplier = 4;
			return TRUE;
	case key5:
			game_state.cmd_multiplier = 5;
			return TRUE;
	case key6:
			game_state.cmd_multiplier = 6;
			return TRUE;
	case key8:
			player->tsd.epd.count = 50;
			player->tsd.epd.count2 = 0;
			break;
	case key7:
			player->tsd.epd.count = -1;
			player->tsd.epd.count2 = 50;
			break;
	case keysuicide:
		if (credits > 0)
			game_state.health = -1;
		return TRUE;
	case keysoundeffects:
		game_state.sound_effects_on = !game_state.sound_effects_on;
		game_state.sound_effects_manually_turned_off = (!game_state.sound_effects_on);
		wwviaudio_toggle_sound_effects();
		return TRUE;
	case keymusic:
		wwviaudio_toggle_music();
		return TRUE;
	case keytogglemissilealarm:
		want_missile_alarm = !want_missile_alarm;
		return TRUE;
	case keyquit:
		if (game_pause_help)
			do_game_pause_help(widget, NULL);
		else {
			in_the_process_of_quitting = !in_the_process_of_quitting;
			if (in_the_process_of_quitting)
				wwviaudio_pause_audio();
			else
				wwviaudio_resume_audio();
		}
		return TRUE;	
	case keyquarter:
		insert_quarter();
		return TRUE;
	case keyfullscreen: {
			if (fullscreen) {
				gtk_window_unfullscreen(GTK_WINDOW(window));
				fullscreen = 0;
				/* configure_event takes care of resizing drawing area, etc. */
			} else {
				gtk_window_fullscreen(GTK_WINDOW(window));
				fullscreen = 1;
				/* configure_event takes care of resizing drawing area, etc. */
			}
		}
		break;
	case keydown:
		game_state.key_down_pressed = 1;
#if 0
		if (player->vy < MAX_VY && game_state.health > 0 && credits > 0)
			player->vy += 4 * game_state.cmd_multiplier;
		game_state.cmd_multiplier = 1;
#endif
		return TRUE;
	case keyup:
		game_state.key_up_pressed = 1;
#if 0
		if (player->vy > -MAX_VY && game_state.health > 0 && credits > 0)
			player->vy -= 4 * game_state.cmd_multiplier;
#endif
		return TRUE;
	case keyright: {
		game_state.key_right_pressed = 1;
#if 0
		int i;

		for (i=0;i<game_state.cmd_multiplier;i++) {
			if (game_state.health <= 0 || credits <= 0)
				return TRUE;
			if (game_state.direction != 1) {
				game_state.direction = 1;
				player->vx = player->vx / 2;
				player->v = &player_vect;
			} else if (abs(player->vx + game_state.direction) < MAX_VX)
					player->vx += game_state.direction;
		}
		game_state.cmd_multiplier = 1;
#endif
		return TRUE;
	}
	case keyleft: {
		game_state.key_left_pressed = 1;
#if 0
		int i;

		for (i=0;i<game_state.cmd_multiplier;i++) {
			if (game_state.health <= 0 || credits <= 0)
				return TRUE;
			if (game_state.direction != -1) {
				player->vx = player->vx / 2;
				game_state.direction = -1;
				player->v = &left_player_vect;
			} else if (abs(player->vx + game_state.direction) < MAX_VX)
					player->vx += game_state.direction;
		}
		game_state.cmd_multiplier = 1;
#endif
		return TRUE;
	}
	case keylaser:
		game_state.key_laser_pressed = 1;
		return TRUE;
	case keythrust:
		if (game_state.health <= 0 || credits <= 0)
			return TRUE;
		if (abs(player->vx + game_state.direction) < MAX_VX)
			player->vx += game_state.direction;
		return TRUE;

	case keychaff:
		game_state.key_chaff_pressed = 1;
		return TRUE;
	case keybomb: 
		game_state.key_bomb_pressed = 1;
		return TRUE;
	case key_droppresent: 
		game_state.key_present_pressed = 1;
		return TRUE;
	case keygravitybomb: 
		game_state.key_gbomb_pressed = 1;
		return TRUE;
	case keypause:
		/* if (game_state.health <= 0 || credits <= 0)*/
		/*	return TRUE;*/
		do_game_pause(widget, NULL);
		return TRUE;

	case keypausehelp:
		do_game_pause_help(widget, NULL);
		return TRUE;
#if 0
	/* just for debugging. */
	case GDK_n:
		if (game_state.health <= 0 || credits <= 0)
			return TRUE;
		player->x = human[lasthuman]->x;
		player->y = human[lasthuman]->y - 50;
		game_state.x = player->x;
		game_state.y = player->y - 50;
		lasthuman++;
		if (lasthuman >= level.nhumanoids)
			lasthuman = 0;
		break;
	case GDK_i:
		gettimeofday(&game_state.finish_time, NULL);
		timer_event = START_INTERMISSION_EVENT;
		next_timer = timer + 1;
		return TRUE;
	case GDK_R:
		start_level();
		break;
	case GDK_A:
		advance_level();
		break;
/* The above just for testing */
#endif
	default:
		break;
	}

#if 0
	printf("Keypress: GDK_%s\n", gdk_keyval_name(event->keyval));
	if (gdk_keyval_is_lower(event->keyval)) {
		printf("A non-uppercase key was pressed.\n");
	} else if (gdk_keyval_is_upper(event->keyval)) {
		printf("An uppercase letter was pressed.\n");
	}
#endif
	return FALSE;
}

/***********************************************************************/
/* Beginning of AUDIO related code                                     */
/***********************************************************************/

#ifdef WITHAUDIOSUPPORT
int init_clips()
{
	printf("Decoding audio data..."); fflush(stdout);

	wwviaudio_read_ogg_clip(PLAYER_LASER_SOUND,
		"sounds/synthetic_laser.ogg");
	wwviaudio_read_ogg_clip(BOMB_IMPACT_SOUND,
		"sounds/bombexplosion.ogg");
	wwviaudio_read_ogg_clip(ROCKET_LAUNCH_SOUND,
		"sounds/rocket_exhaust_1.ogg");
	wwviaudio_read_ogg_clip(FLAK_FIRE_SOUND,
			"sounds/flak_gun_sound.ogg");
	wwviaudio_read_ogg_clip(LARGE_EXPLOSION_SOUND,
			"sounds/big_explosion.ogg");
	wwviaudio_read_ogg_clip(ROCKET_EXPLOSION_SOUND,
			"sounds/missile_explosion.ogg");
	wwviaudio_read_ogg_clip(LASER_EXPLOSION_SOUND,
			"sounds/flak_hit.ogg");
	wwviaudio_read_ogg_clip(GROUND_SMACK_SOUND,
			"sounds/new_ground_smack.ogg");
	wwviaudio_read_ogg_clip(INSERT_COIN_SOUND,
			"sounds/us_quarter.ogg");
	wwviaudio_read_ogg_clip(SAM_LAUNCH_SOUND,
			"sounds/missile_launch_2.ogg");
	wwviaudio_read_ogg_clip(THUNDER_SOUND,
			"sounds/synthetic_thunder_short.ogg");
	wwviaudio_read_ogg_clip(INTERMISSION_MUSIC_SOUND,
			"sounds/dtox3monomix.ogg");
	wwviaudio_read_ogg_clip(MISSILE_LOCK_SIREN_SOUND,
			"sounds/missile_alarm_2.ogg");
	wwviaudio_read_ogg_clip(CARDOOR_SOUND,
			"sounds/toyota_celica_cardoor_sample.ogg");
	wwviaudio_read_ogg_clip(WOOHOO_SOUND,
			"sounds/woohoo.ogg");
	wwviaudio_read_ogg_clip(OWMYSPINE_SOUND,
			"sounds/ow_my_spine.ogg");
	wwviaudio_read_ogg_clip(HELPDOWNHERE_SOUND,
			"sounds/help_down_here.ogg");
	wwviaudio_read_ogg_clip(CRONSHOT,
			"sounds/synthetic_gunshot_2.ogg");
	wwviaudio_read_ogg_clip(HELPUPHERE_SOUND,
			"sounds/help_up_here.ogg");
	wwviaudio_read_ogg_clip(ABDUCTED_SOUND,
			"sounds/abducted.ogg");
	wwviaudio_read_ogg_clip(CLANG_SOUND,
			"sounds/clang.ogg");
	wwviaudio_read_ogg_clip(SCREAM_SOUND,
			"sounds/fallingscreamhi.ogg");
	wwviaudio_read_ogg_clip(BODYSLAM_SOUND,
			"sounds/bodyslam.ogg");
	wwviaudio_read_ogg_clip(USETHESOURCE_SOUND,
			"sounds/UseTheSource.ogg");
	wwviaudio_read_ogg_clip(OOF_SOUND,
			"sounds/ooooof.ogg");
	wwviaudio_read_ogg_clip(METALBANG1,
			"sounds/metalbang1.ogg");
	wwviaudio_read_ogg_clip(METALBANG2,
			"sounds/metalbang2.ogg");
	wwviaudio_read_ogg_clip(METALBANG3,
			"sounds/metalbang3.ogg");
	wwviaudio_read_ogg_clip(METALBANG4,
			"sounds/metalbang4.ogg");
	wwviaudio_read_ogg_clip(METALBANG5,
			"sounds/metalbang5.ogg");
	wwviaudio_read_ogg_clip(METALBANG6,
			"sounds/metalbang6.ogg");
	wwviaudio_read_ogg_clip(METALBANG7,
			"sounds/metalbang7.ogg");
	wwviaudio_read_ogg_clip(METALBANG1,
			"sounds/metalbang1.ogg");
	wwviaudio_read_ogg_clip(STONEBANG2,
			"sounds/stonebang2.ogg");
	wwviaudio_read_ogg_clip(STONEBANG3,
			"sounds/stonebang3.ogg");
	wwviaudio_read_ogg_clip(STONEBANG4,
			"sounds/stonebang4.ogg");
	wwviaudio_read_ogg_clip(STONEBANG5,
			"sounds/stonebang5.ogg");
	wwviaudio_read_ogg_clip(STONEBANG6,
			"sounds/stonebang6.ogg");
	wwviaudio_read_ogg_clip(STONEBANG7,
			"sounds/stonebang7.ogg");
	wwviaudio_read_ogg_clip(STONEBANG8,
			"sounds/stonebang8.ogg");
	wwviaudio_read_ogg_clip(VOLCANO_ERUPTION,
			"sounds/volcano_eruption.ogg");
	wwviaudio_read_ogg_clip(IT_BURNS,
			"sounds/aaaah_it_burns.ogg");
	wwviaudio_read_ogg_clip(ZZZT_SOUND,
			"sounds/zzzt.ogg");
	wwviaudio_read_ogg_clip(GRAVITYBOMB_SOUND,
			"sounds/gravity_bomb.ogg");
	wwviaudio_read_ogg_clip(JETWASH_SOUND,
			"sounds/jetwash.ogg");
	wwviaudio_read_ogg_clip(TIMPANI_BOING,
			"sounds/timpani_boing.ogg");
	wwviaudio_read_ogg_clip(NICE_BANK_SHOT,
			"sounds/nice_bank_shot.ogg");
	wwviaudio_read_ogg_clip(RADAR_READY,
			"sounds/radar_ready.ogg");
	wwviaudio_read_ogg_clip(RADAR_FAIL,
			"sounds/radar_fail.ogg");
	wwviaudio_read_ogg_clip(GUNWHEEL,
			"sounds/gunwheel_sound.ogg");
	wwviaudio_read_ogg_clip(TESLA_FIRE,
			"sounds/tesla_tower.ogg");
	if (xmas_mode) {
		wwviaudio_read_ogg_clip(HOHOHO,
			"sounds/hohoho.ogg");
		wwviaudio_read_ogg_clip(HOHOHO_MERRY_XMAS,
			"sounds/hohoho_merry_xmas.ogg");
		wwviaudio_read_ogg_clip(YAY_SANTA,
			"sounds/yay_santa.ogg");
	}
	if (!nomusic) {
		wwviaudio_read_ogg_clip(DESTINY_FACEDOWN,
			"sounds/destiny_facedown.ogg");
		wwviaudio_read_ogg_clip(HIGH_SCORE_MUSIC,
			"sounds/highscoremusic.ogg");
		if (!xmas_mode)
			wwviaudio_read_ogg_clip(MUSIC_SOUND,
				"sounds/lucky13-steve-mono-mix.ogg");
		else
			wwviaudio_read_ogg_clip(MUSIC_SOUND,
				"sounds/lucky-holiday-cornbread-stuffing-mono.ogg");
	}
	printf("done.\n");
	return 0;
}
#endif

/***********************************************************************/
/* End of AUDIO related code                                     */
/***********************************************************************/

void setup_rainbow_colors()
{

	int i, r, g, b, dr, dg, db, c;

	rainbow_color = &huex[NCOLORS + NSPARKCOLORS];

	
	r = 32766*2;
	g = 0;
	b = 0;

	dr = -r / NRAINBOWSTEPS;
	dg = r / NRAINBOWSTEPS;
	db = 0;

	c = 0;

	for (i=0;i<NRAINBOWSTEPS;i++) {
		rainbow_color[c].red = (unsigned short) r;
		rainbow_color[c].green = (unsigned short) g;
		rainbow_color[c].blue = (unsigned short) b;

		r += dr;
		g += dg;
		b += db;

		c++;
	}

	dg = (-32766*2) / NRAINBOWSTEPS;
	db = -dg;
	dr = 0;

	for (i=0;i<NRAINBOWSTEPS;i++) {
		rainbow_color[c].red = (unsigned short) r;
		rainbow_color[c].green = (unsigned short) g;
		rainbow_color[c].blue = (unsigned short) b;

		r += dr;
		g += dg;
		b += db;

		c++;
	}

	db = (-32766*2) / NRAINBOWSTEPS;
	dr = -db;
	dg = 0;

	for (i=0;i<NRAINBOWSTEPS;i++) {
		rainbow_color[c].red = (unsigned short) r;
		rainbow_color[c].green = (unsigned short) g;
		rainbow_color[c].blue = (unsigned short) b;

		r += dr;
		g += dg;
		b += db;

		c++;
	}
}

void setup_spark_colors()
{

/* Set up an array of colors that fade nicely from bright
   yellow to orange to red.  */

	int i, r,g,b, dr, dg, db;

	sparkcolor = &huex[NCOLORS];

	r = 32766*2;
	g = 32766*2;
	b = 32766;

	dr = 0;
	dg = (-(2500) / NSPARKCOLORS);
	db = 2 * dg;
	
	for (i=NSPARKCOLORS-1; i>=0; i--) {
		sparkcolor[i].red = (unsigned short) r;
		sparkcolor[i].green = (unsigned short) g;
		sparkcolor[i].blue = (unsigned short) b;
		sparkcolor[i].pixel = 0;

		r += dr;
		g += dg;
		b += db;

		if (r < 0) r = 0;
		if (g < 0) g = 0;
		if (b < 0) b = 0;

		dg *= 1.27;
		db *= 1.27;
	}
}

void paint_it_black()
{
	int i;
	unsigned int avg;
	for (i=0;i<NCOLORS + NSPARKCOLORS + NRAINBOWCOLORS;i++) {
		avg = huex[i].red + huex[i].green + huex[i].blue;
		avg = avg / 3;
		if (avg < 2000)
			avg = 32767*2;
		else if (avg < 20000)
			avg = 32767;
		else
			avg = 15000;
		huex[i].red = avg;
		huex[i].green = avg;
		huex[i].blue = avg;
	}
}

void paint_it_blue()
{
	int i;
	unsigned int avg;
	for (i=0;i<NCOLORS + NSPARKCOLORS + NRAINBOWCOLORS;i++) {
		avg = huex[i].red + huex[i].green + huex[i].blue;
		avg = avg / 3;
		if (avg > 200) {
			huex[i].red = 32767*2;
			huex[i].green = 32767*2;
			huex[i].blue = 32767*2;
		} else {
			huex[i].red = 0;
			huex[i].green = 0;
			huex[i].blue = 32767/2;
		}
	}
}

void paint_it_green()
{
	int i;
	unsigned int avg;
	for (i=0;i<NCOLORS + NSPARKCOLORS + NRAINBOWCOLORS;i++) {
		avg = huex[i].red + huex[i].green + huex[i].blue;
		avg = avg / 3;
		if (avg > 40000) {
			huex[i].red = 32767;
			huex[i].green = 32767*2;
			huex[i].blue = 32767;
		} else if (avg > 30000) {
			huex[i].red = 0;
			huex[i].green = 32767*2;
			huex[i].blue = 0;
		} else if (avg > 100) {
			huex[i].red = 0;
			huex[i].green = 40000;
			huex[i].blue = 0;
		} else {
			huex[i].red = 0;
			huex[i].green = 0;
			huex[i].blue = 0;
		}
	}
}

static struct option wordwarvi_options[] = {
	{ "bw", 0, NULL, 0 },
	{ "sounddevice", 1, NULL, 1 },
	{ "version", 0, NULL, 2 },
	{ "brightsparks", 0, NULL, 3 },
	{ "width", 1, NULL, 4 },
	{ "height", 1, NULL, 5 },
	{ "framerate", 1, NULL, 6 },
	{ "nostarfield", 0, NULL, 7 },
	{ "blueprint", 0, NULL, 8 },
	{ "fullscreen", 0, NULL, 9 },
	{ "nomusic", 0, NULL, 10 },
	{ "joystick", 1, NULL, 11 },
	{ "retrogreen", 0, NULL, 12 },
	{ "randomize", 0, NULL, 13 },
	{ "randomseed", 1, NULL, 14 },
	{ "nomissilealarm", 0, NULL, 16 },
	{ "difficulty", 1, NULL, 17 },
	{ "norumble", 0, NULL, 18 },
	{ "rumbledevice", 1, NULL, 19 },
	{ "starmotion", 1, NULL, 20 },
	{ "nstars", 1, NULL, 21 },
	{ "thicklines", 0, NULL, 22 },
	{ "squareexplosions", 0, NULL, 23 },
	{ "explosionfactor", 1, NULL, 24 },
	{ "xmas", 0, NULL, 25 },
#ifdef LEVELWARP
	{ "levelwarp", 1, NULL, 15 },
#endif
	{ NULL, 0, NULL, 0 },
};

void usage()
{
	fprintf(stderr, "wordwarvi:  usage:\n");
	fprintf(stderr, "wordwarvi [options]\n");
	fprintf(stderr, "Options:\n");
	fprintf(stderr, "--bw              Render in black and white.\n");
	fprintf(stderr, "--blueprint       Render in the style of a blueprint.\n");
	fprintf(stderr, "--brightsparks    Render sparks brighter than usual.\n");
	fprintf(stderr, "--difficulty      Sets difficulty level: medium, hard, insane, batshit-insane.\n");
	fprintf(stderr, "--explosionfactor Multiplier for number of sparks in explosions.\n");
	fprintf(stderr, "--framerate n     Attempt to render the game at n frames per second.\n");
	fprintf(stderr, "--fullscreen      Render the game in full screen mode.\n");
	fprintf(stderr, "--height y        Render the game y pixels high.\n");
	fprintf(stderr, "--joystick dev    Use joystick input device dev.\n");
#ifdef LEVELWARP
	fprintf(stderr, "--levelwarp n     Warp ahead n levels.\n");
#endif
	fprintf(stderr, "--nomusic         Do not play, or even decode music data.\n");
	fprintf(stderr, "--nomissilealarm  Do not sound alarm for missile lock on.\n");
	fprintf(stderr, "--norumble        Do not use joystick rumble effects.\n");
	fprintf(stderr, "--nostarfield     Do not render the background starfield.\n");
	fprintf(stderr, "--nstars n        How many stars to draw.  Default=150\n");
	fprintf(stderr, "--retrogreen      Render in the manner of a vector display from the '70's.\n");
	fprintf(stderr, "--randomize       Use a clock generated random seed to initialize levels.\n");
	fprintf(stderr, "--randomseed n    Use the specified random seed to initialize levels.\n");
	fprintf(stderr, "--squareexplosions Make explosions square rather than round.\n");
	fprintf(stderr, "--rumbledevice d  Use the device file d for rumble effects. (default is /dev/input/event5)\n");
	fprintf(stderr, "--sounddevice n   Use the nth sound device for audio output.\n");
	fprintf(stderr, "--starmotion x    Set how starfield should move.  Possile values are:\n");
	fprintf(stderr, "                  astronomically-correct, wrong, wronger, and wrongest.\n");
	fprintf(stderr, "--thicklines      Render everything with thick lines.\n");
	fprintf(stderr, "--version         Print the version number and exit.\n");
	fprintf(stderr, "--width x         Render the game x pixels wide.\n");
	fprintf(stderr, "--xmas            Merry Christmas.\n");
	exit(1);
}

void write_out_high_score_file()
{
	/* Here's where you'd write out the high_score[] array */
	/* to the file descriptor high_score_file_descriptor */
	/* The .score element is a uint32_t, and should be run */
	/* through htonl() before writing it out, as the high score. */
	/* file should be endian neutral. */

	int fd;
	int i, n;
	uint32_t bigendian_score;
	off_t pos;

	fd = high_score_file_descriptor;

	if (fd == -1)
		return;

	pos = lseek(fd, 0, SEEK_SET);
	if (pos != 0)
		return;

	for (i=0;i<MAXHIGHSCORES;i++) {
		n = write(fd, highscore[i].name, 3);
		if (n != 3)
			break;
		bigendian_score = htonl(highscore[i].score);
		n = write(fd, &bigendian_score, sizeof(bigendian_score));
		if (n != sizeof(bigendian_score))
			break;
	}
}

int open_high_score_file_and_lose_permissions()
{
/* Here is where you'd open a high score file,
 * lose any setgid permission you might have to access
 * (in case it's a system wide file in /var somewhere) 
 * and read its contents into high_score[] array, 
 *
 * Note: the .score element is a uint32_t, and should be run
 * through ntohl() after reading it in, as the high score file
 * should be endian neutral.
 *
 */

	char *homedir;
	char filename[PATH_MAX+1];
	int i, n, fd;
	off_t pos;
	uint32_t bigendian_score;

	homedir = getenv("HOME");
	if (homedir == NULL)
		return -1;

	sprintf(filename, "%s/.wordwarvi/.highscores", homedir);
	fd = open(filename, O_CREAT | O_RDWR, 0644);
	if (fd < 0)
		return -1;

	pos = lseek(fd, 0, SEEK_SET);
	if (pos != 0) {
		close(fd);
		return -1;
	}

	for (i=0;i<MAXHIGHSCORES;i++) {
		n = read(fd, highscore[i].name, 3);
		if (n != 3)
			break;
		n = read(fd, &bigendian_score, sizeof(bigendian_score));
		if (n != sizeof(bigendian_score))
			break;
		highscore[i].name[3] = '\0';
		highscore[i].score = ntohl(bigendian_score);
	}
	return fd;
}

void init_highscores()
{
	int i;
	for (i=0;i<MAXHIGHSCORES;i++) {
		strcpy(highscore[i].name, "vi ");
		highscore[i].score = 666; /* vi vi vi */
	}

	/* put in a few funky scores for laughs. */
	strcpy(highscore[0].name, "RMS"); /* as in RMS. */
	highscore[0].score = 3010700;	  
	strcpy(highscore[1].name, "B_M"); /* As in Bram Moolenaar */
	highscore[1].score = 2170300;
	strcpy(highscore[2].name, "JOY"); /* as in Bill */
	highscore[2].score = 2051000;
	strcpy(highscore[2].name, "JWZ"); /* xemacs... */
	highscore[2].score = 2043000;
}

void set_cursor(GtkWidget *window)
{
	GdkCursor* cursor;
	cursor = gdk_cursor_new(GDK_CROSS);
	gdk_window_set_cursor(window->window, cursor);
	gdk_cursor_destroy(cursor);
}

char *trim_whitespace(char *s)
{
	char *x, *z;

	for (x=s;*x == ' ' || *x == '\t'; x++)
		;
	z = x + (strlen(x) - 1);

	while (z >= x && (*z == ' ' ||  *z == '\t' || *z == '\n')) {
		*z = '\0';
		z--;
	}
	return x;
}

int set_difficulty(char *difficulty)
{
	if (strcmp(difficulty, "easy")==0) {
		game_state.max_player_health = EASY_MAXHEALTH;
		return 0;
	} else if (strcmp(difficulty, "medium")==0) {
		game_state.max_player_health = MEDIUM_MAXHEALTH;
		return 0;
	} else if (strcmp(difficulty, "hard")==0) {
		game_state.max_player_health = HARD_MAXHEALTH;
		return 0;
	} else if (strcmp(difficulty, "insane")==0) {
		game_state.max_player_health = INSANE_MAXHEALTH;
		return 0;
	} else if (strcmp(difficulty, "batshit-insane")==0) {
		game_state.max_player_health = BATSHIT_INSANE_MAXHEALTH;
		return 0;
	}
	return 1;
}

void read_exrc_file(int *bw, int *blueprint, int *retrogreen,
	int *framerate, int *levelwarp, int *randomseed, 
	int *sounddevice, char *joystickdevice)
{
	char line[256];
	char word[256];
	char *homedir;
	char filename[PATH_MAX];
	char js[256];
	FILE *exrcfile;
	char *s;
	int rc;
	int fr, lw, rs, sd, h, w, xa, ya, button;
	int lineno = 0;
	int nstars;
	char keyname[256], actionname[256];
	char difficulty[256];
	char starmotion[256];

	game_state.x_joystick_axis = 0;
	game_state.y_joystick_axis = 1;

	homedir = getenv("HOME");
	if (homedir == NULL)
		return;
	sprintf(filename, "%s/.wordwarvi/.exrc", homedir);

	exrcfile = fopen(filename, "r");
	if (exrcfile == NULL)
		return;

	while (!feof(exrcfile)) {
		s = fgets(line, 256, exrcfile);
		if (s == NULL)
			break;
		s = trim_whitespace(s);
		lineno++;
		if (strcmp(s, "") == 0)
			continue;
		if (s[0] == '#') /* comment? */
			continue;
		if (s[0] == '\"') /* comment? */
			continue;
		rc = sscanf(s, "set framerate=%d\n", &fr);
		if (rc == 1) {
			*framerate = fr;
			continue;
		}
		rc = sscanf(s, "set levelwarp=%d\n", &lw);
		if (rc == 1) {
			*levelwarp = lw;
			continue;
		}
		rc = sscanf(s, "set randomseed=%d\n", &rs);
		if (rc == 1) {
			*randomseed = rs;
			continue;
		}
		rc = sscanf(s, "set sounddevice=%d\n", &sd);
		if (rc == 1) {
			sound_device = sd;
			continue;
		}
		rc = sscanf(s, "set rumbledevice=%s\n", filename);
		if (rc == 1) {
			strcpy(rumbledevicestring, filename);	
			rumbledevice = rumbledevicestring;
			continue;
		}
		rc = sscanf(s, "set starmotion=%s\n", starmotion);
		if (rc == 1) {
			if (strcmp(starmotion, "astronomically-correct") == 0) {
				draw_stars = correct_draw_stars;
				continue;
			}
			if (strcmp(starmotion, "wrong") == 0) {
				draw_stars = incorrect_draw_stars;
				starshift = 3;
				continue;
			}
			if (strcmp(starmotion, "wronger") == 0) {
				draw_stars = incorrect_draw_stars;
				starshift = 2;
				continue;
			}
			if (strcmp(starmotion, "wrongest") == 0) {
				draw_stars = incorrect_draw_stars;
				starshift = 1;
				continue;
			}
			fprintf(stderr, "~/.wordwarvi/.exrc:%d Bad starmotion '%s',"
				" will use default value.\n", lineno, starmotion);
			continue;
		}
		rc = sscanf(s, "set nstars=%d\n", &nstars);
		if (rc == 1) {
			if (nstars <= NSTARS && nstars >= 0) {
				number_of_stars = nstars;
				continue;
			}
			fprintf(stderr, "~/.wordwarvi/.exrc:%d Bad nstars value %d\n", 
				lineno, nstars);
			continue;
		}
		rc = sscanf(s, "set height=%d\n", &h);
		if (rc == 1) {
			real_screen_height = 600;
			current_draw_line = gdk_draw_line;
			current_draw_rectangle = gdk_draw_rectangle;
			current_bright_line = unscaled_bright_line;
			if (h >= 100 && h <= 2000) {
				real_screen_height = h;
				current_draw_line = scaled_line;
				current_draw_rectangle = scaled_rectangle;
				current_bright_line = scaled_bright_line;
			} else {
				fprintf(stderr, "~/.wordwarvi/.exrc:%d Bad height"
					" using 800.\n", lineno);
				real_screen_width = 800;
				real_screen_height = 600;
				current_draw_line = gdk_draw_line;
				current_draw_rectangle = gdk_draw_rectangle;
				current_bright_line = unscaled_bright_line;
			}
			continue;
		}
		rc = sscanf(s, "set width=%d\n", &w);
		if (rc == 1) {
			real_screen_width = 800;
			current_draw_line = gdk_draw_line;
			current_draw_rectangle = gdk_draw_rectangle;
				current_bright_line = unscaled_bright_line;
			if (w >= 100 && w <= 3000) {
				real_screen_width = w;
				current_draw_line = scaled_line;
				current_draw_rectangle = scaled_rectangle;
				current_bright_line = scaled_bright_line;
			} else {
				fprintf(stderr, "~/.wordwarvi/.exrc:%d: bad width"
					", using 800.\n", lineno);
				real_screen_width = 800;
				real_screen_height = 600;
				current_draw_line = gdk_draw_line;
				current_draw_rectangle = gdk_draw_rectangle;
				current_bright_line = unscaled_bright_line;
			}
			continue;
		}
		rc = sscanf(s, "set explosionfactor=%d\n", &xa);
		if (rc == 1) {
			if (xa >= 1 && xa <= 5)
				explosion_factor = xa;
			else
				explosion_factor = 1;
			continue;
		}
		rc = sscanf(s, "set difficulty=%s\n", difficulty);
		if (rc == 1) {
			if (set_difficulty(difficulty) == 0)
				continue;
		}
		rc = sscanf(s, "set joystick-x-axis=%d\n", &xa);
		if (rc == 1 && xa >= -1 && xa < 8) {
			game_state.x_joystick_axis = xa;
			continue;
		}
		rc = sscanf(s, "set joystick-y-axis=%d\n", &ya);
		if (rc == 1 && ya >= -1 && ya < 8) {
			game_state.y_joystick_axis = ya;
			continue;
		}
		rc = sscanf(s, "set joystick=%s\n", js);
		if (rc == 1) {
			strcpy(joystickdevice, js);
			continue;
		}
		rc = sscanf(s, "set %s\n", word);
		/* printf("%s: rc = %d\n", line, rc); */
		if (rc == 1) {
			if (strcmp(word, "xmas") == 0) {
				xmas_mode = !xmas_mode;
				continue;
			}
			if (strcmp(word, "bw") == 0) {
				*bw = 1;
				continue;
			}
			if (strcmp(word, "brightsparks") == 0) {
				brightsparks = 1;
				continue;
			}
			if (strcmp(word, "squareexplosions") == 0) {
				round_explosions = 0;
				continue;
			}
			if (strcmp(word, "thicklines") == 0) {
				thicklines = 1;
				continue;
			}
			if (strcmp(word, "blueprint") == 0) {
				*blueprint = 1;
				continue;
			}
			if (strcmp(word, "retrogreen") == 0) {
				*retrogreen = 1;
				continue;
			}
			if (strcmp(word, "nostarfield") == 0) {
				want_starfield = 0;
				continue;
			}
			if (strcmp(word, "fullscreen") == 0) {
				fullscreen = 1;
				continue;
			}
			if (strcmp(word, "nomusic") == 0) {
				nomusic = 1;
				continue;
			}
			if (strcmp(word, "nomissilealarm") == 0) {
				want_missile_alarm = 0;
				continue;
			}
			if (strcmp(word, "norumble") == 0) {
				game_state.rumble_wanted = 0;
				continue;
			}
		}
		rc = sscanf(s, "map button %d %s", &button, actionname);
		if (rc == 2) {
			if (remap_joystick_button(button, actionname) == 0);
				continue;
		}
		rc = sscanf(s, "map %s %s", keyname, actionname);
		if (rc == 2) {
			if (remapkey(keyname, actionname) == 0)
				continue;
		}
		fprintf(stderr, "~/.wordwarvi/.exrc: syntax error at line %d:'%s'\n", lineno, line);
	}
	fclose(exrcfile);
}

void check_xmastime()
{
	struct timeval tv;
	struct tm *t;

	xmas_mode = 0;

	gettimeofday(&tv, NULL);
	t = localtime(&tv.tv_sec);
	if (t != NULL) {
		if (t->tm_mon == 11 && t->tm_mday >= 20)
			xmas_mode = 1;
	}
}

void check_for_screensaver()
{
	static char *cmd = "ps -efa | grep screensaver | grep -v grep >/dev/null 2>&1";
	if (system(cmd) != 0)
		return;

	/* if there were a sane, universal means to inhibit screensavers, */
	/* here is where it would go.  Instead, a message: */

	fprintf(stderr, "\n\n\n");
	fprintf(stderr, "  Screen saver and joystick detected.  Since joystick events\n");
	fprintf(stderr, "  aren't going through X11, there is a good chance your screen saver\n");
	fprintf(stderr, "  will unpleasantly interrupt your game.  There are several\n");
	fprintf(stderr, "  popular screen savers (xscreensaver, gnome-screensaver and\n");
	fprintf(stderr, "  kscreensaver being the three main ones).  Each of these\n");
	fprintf(stderr, "  has its own methods by which an application may temporarily\n");
	fprintf(stderr, "  inhibit it.  If the screen saver guys can come up with a sane\n");
	fprintf(stderr, "  method for an application to inhibit a screen saver to which\n");
	fprintf(stderr, "  they can all agree, then I might add such code to wordwarvi.\n");
	fprintf(stderr, "  As things currently stand, you should probably disable your\n");
	fprintf(stderr, "  screen saver manually, by whatever means they've given you,\n");
	fprintf(stderr, "  or at least be prepared to have your game interrupted by the\n");
	fprintf(stderr, "  screen saver from time to time.\n");
	fprintf(stderr, "\n  -- steve\n");
	fprintf(stderr, "\n\n\n");

	/* Another possibility might be to get joystick events through X somehow. */
	/* A quick google indicates there is such a thing as an Xorg X11 joystick */
	/* input driver.  However, getting at this through gtk might not be possible */
	/* and doing plain old X code is not something I want to mess with.  Also, */
	/* strongly suspect that this joystick driver isn't in most distros, and in*/
	/* none which I use.  So this is probably a dead end.  It would probably be */
	/* the cleanest solution in the long run, however, as then the joystick events */
	/* would inhibit the screen saver in precisely the same way that keyboard and */
	/* mouse events do. */

	/* Another possibility would be synthesizing events somehow.  There is a libXTst */
	/* for testing X which could probably be used to synthesize events and thus */
	/* possibly inhibit the screensaver, but I don't really know how to do it. */ 

	/* Then there is crap like what's described here: */
	/* http://www.jwz.org/xscreensaver/faq.html#dvd */
	/* which advocates doing this, triggered by a timer,  while asserting */
	/* that it's fast enough:
 
		if (playing && !paused) {
			system ("xscreensaver-command -deactivate >&- 2>&- &");
		}  */

	/* I should probably cut jwz some slack though, because he's jwz, and because */
	/* he did a lot of work on xemacs.  And it may be fast enough, for all I know */
	/* but I'm not interested in a screen saver specific solution.  This just papers */
	/* over the current mess and makes it seem ok, when it isn't ok. */

	/* Similarly for gnome-screensaver there is a "gnome-screensaver-command --poke"  */
	/* command.  There's quite likely something similar (but different) for kscreensaver. */
	/* which I can't be bothered to look up, on account of I hate KDE, because it */
	/* seems designed by insane people who actually *like* the way the Windows UI works. */

	/* All of that is of course bullshit up with which I will not put.  There needs to be */ 
	/* a universal, screen saver agnostic, sane way that doesn't involve starting a new process. */
	/* Nothing less is acceptable. */

	/* Getting joystick events through X and gtk is probably the */
	/* correct answer (and currently impossible, AFAICT, or at least very */
	/* impractical) */
}

int main(int argc, char *argv[])
{
	/* GtkWidget is the storage type for widgets */
	GtkWidget *vbox;
	GdkRectangle cliprect;
	int i;
	int blueprint = 0;
	int retrogreen = 0;
	int opt;
	char joystick_device[PATH_MAX+1];

	struct timeval tm;
	char difficulty[256];

	check_xmastime();

	init_highscores();
	high_score_file_descriptor = open_high_score_file_and_lose_permissions();

	strcpy(joystick_device, JOYSTICK_DEVNAME);
	real_screen_width = SCREEN_WIDTH;
	real_screen_height = SCREEN_HEIGHT;
	frame_rate_hz = FRAME_RATE_HZ;
	/* current_draw_line = crazy_line;*/
	/* current_draw_rectangle = crazy_rectangle;*/

	init_keymap();
	game_state.max_player_health = MEDIUM_MAXHEALTH;
	game_state.rumble_wanted = 1;
	read_exrc_file(&no_colors_any_more, &blueprint, &retrogreen, &frame_rate_hz,
		&levelwarp, &initial_random_seed, &sound_device, joystick_device);

	while (1) {
		int rc, n; 
		rc = getopt_long_only(argc, argv, "", wordwarvi_options, &opt);
		if (rc == -1)
			break;
		switch (rc) {
			case 0: no_colors_any_more = 1; /* --bw option */
				break;

			case 1: n = sscanf(optarg, "%d", &sound_device); /* --sounddevice option */
				if (n != 1) {
					fprintf(stderr, "wordwarvi: Bad sound device argument"
						" '%s', using 0.\n", optarg);
					sound_device = 0;
				}
				break;
			case 2: /* --version option */
				printf("Wordwarvi, version %s, (c) 2007,2008 Stephen M. Cameron.\n",
					WORDWARVI_VERSION);
				printf("Released under the GNU GPL v. 2.0 or later.  See the file\n");
				printf("COPYING, which should have accompanied this program, for\n");
				printf("information about redistributing this program.\n");
				printf("See http://wordwarvi.sourceforge.net for more information\n");
				printf("about this program.\n");
				exit(0);
			case 3: /* brightsparks */
				brightsparks = 1;
				break;
			case 4: /* width */
				real_screen_width = 800;
				current_draw_line = gdk_draw_line;
				current_draw_rectangle = gdk_draw_rectangle;
				current_bright_line = unscaled_bright_line;
				n = sscanf(optarg, "%d", &real_screen_width);
				if (n != 1) {
					fprintf(stderr, "wordwarvi: Bad width argument"
						" '%s', using 800.\n", optarg);
					real_screen_width = 800;
					current_draw_line = gdk_draw_line;
					current_draw_rectangle = gdk_draw_rectangle;
					current_bright_line = unscaled_bright_line;
					break;
				}
				if (real_screen_width >= 100 && real_screen_width <= 3000) {
					current_draw_line = scaled_line;
					current_draw_rectangle = scaled_rectangle;
					current_bright_line = scaled_bright_line;
				} else {
					fprintf(stderr, "wordwarvi: Bad width argument"
						" '%s', using 800.\n", optarg);
					real_screen_width = 800;
					real_screen_height = 600;
					current_draw_line = gdk_draw_line;
					current_draw_rectangle = gdk_draw_rectangle;
					current_bright_line = unscaled_bright_line;
				}
				break;	
			case 5: /* height */
				real_screen_height = 600;
				current_draw_line = gdk_draw_line;
				current_draw_rectangle = gdk_draw_rectangle;
				current_bright_line = unscaled_bright_line;
				n = sscanf(optarg, "%d", &real_screen_height);
				if (n != 1) {
					fprintf(stderr, "wordwarvi: Bad height argument"
						" '%s', using 600.\n", optarg);
					real_screen_height = 600;
					current_draw_line = gdk_draw_line;
					current_draw_rectangle = gdk_draw_rectangle;
					current_bright_line = unscaled_bright_line;
					break;
				} 
				if (real_screen_height >= 100 && real_screen_height <= 2000) {
					current_draw_line = scaled_line;
					current_draw_rectangle = scaled_rectangle;
					current_bright_line = scaled_bright_line;
				} else {
					fprintf(stderr, "wordwarvi: Bad height argument"
						" '%s', using 800.\n", optarg);
					real_screen_width = 800;
					real_screen_height = 600;
					current_draw_line = gdk_draw_line;
					current_draw_rectangle = gdk_draw_rectangle;
					current_bright_line = unscaled_bright_line;
				}
				break;	
			case 6: /* frame rate */
				n = sscanf(optarg, "%d", &frame_rate_hz);
				if (n != 1 || frame_rate_hz < 3 || frame_rate_hz > 300) {
					fprintf(stderr, "wordwarvi: Bad framerate argument"
						" '%s', using default %d frames/sec.\n", 
							optarg, FRAME_RATE_HZ);
					frame_rate_hz = FRAME_RATE_HZ;
				}
				break;
			case 7: /* --nostarfield */
				want_starfield = 0;
				break;
			case 8: /* --blueprint */
				blueprint = 1;
				break;
			case 9: /* --fullscreen */
				fullscreen = 1;
				break;
			case 10: /* --fullscreen */
				nomusic = 1;
				break;
			case 11: /* --fullscreen */
				strncpy(joystick_device, optarg, PATH_MAX); 
				break;
			case 12: /* --retrogreen */
				retrogreen = 1;
				break;
			case 13: /* --randomize */
				gettimeofday(&tm, NULL);
				initial_random_seed = tm.tv_usec;	
				break;
			case 14: /* --randomseed n */
				n = sscanf(optarg, "%d", &initial_random_seed);
				if (n != 1) {
					fprintf(stderr, "Bad random seed value '%s'\n", optarg);
					exit(1);
				}
				break;
#ifdef LEVELWARP
			case 15: /* --levelwarp */
				n = sscanf(optarg, "%d", &levelwarp);
				if (n != 1) {
					fprintf(stderr, "Bad level warp value '%s'\n", optarg);
					exit(1);
				}
				break;
#endif
			case 16: /* no missile alarm */
				want_missile_alarm = 0;
				break;
			case 17: /* difficulty */
				n = sscanf(optarg, "%s", difficulty);
				if (n != 1) {
					fprintf(stderr, "Bad difficulty level setting\n");
					exit(1);
				}
				if (set_difficulty(difficulty) != 0) {
					fprintf(stderr, "Bad difficulty level setting: '%s'\n", difficulty);
					exit(1);
				}
				break;
			case 18: /* norumble */
				game_state.rumble_wanted = 0;
				break;
			case 19: /* rumbledevice */
				n = sscanf(optarg, "%s", rumbledevicestring);
				if (n != 1) {
					fprintf(stderr, "Bad rumbledevice setting\n");
					exit(1);
				}
				rumbledevice = rumbledevicestring;
				break;
			case 20:{
					char starmotion[256];
					n = sscanf(optarg, "%s", starmotion);
					if (strcmp(starmotion, "astronomically-correct") == 0) {
						draw_stars = correct_draw_stars;
						break;
					}
					if (strcmp(starmotion, "wrong") == 0) {
						draw_stars = incorrect_draw_stars;
						starshift = 3;
						break;
					}
					if (strcmp(starmotion, "wronger") == 0) {
						draw_stars = incorrect_draw_stars;
						starshift = 2;
						break;
					}
					if (strcmp(starmotion, "wrongest") == 0) {
						draw_stars = incorrect_draw_stars;
						starshift = 1;
						break;
					}
					fprintf(stderr, "Bad starmotion '%s',"
						" will use default value.\n", starmotion);
					break;
				}
			case 21:{
					int nstars;
					n = sscanf(optarg, "%d", &nstars);
					if (n == 1) {
						if (nstars >= 0 && nstars <= NSTARS) {
							number_of_stars = nstars;
							break;
						}
					}
					fprintf(stderr, "Bad nstars value\n");
					break;
				}
			case 22: /* thicklines */
				thicklines = 1;
				break;
			case 23: /* squareexplosions */
				round_explosions = 0;
				break;
			case 24:/* explosionfactor */ {
					int x;
					n = sscanf( optarg, "%d", &x);
					if (n == 1) {
						if (x >= 1 && x <= 5) {
							explosion_factor = x;
							break;
						}
					}
					explosion_factor = 1;
					fprintf(stderr, "Bad explosionfactor value.\n");
					break;
				}
			case 25: /* --xmas */ xmas_mode = !xmas_mode;
				break;
			case '?':usage(); /* exits. */
			default:printf("Unexpected return value %d from getopt_long_only()\n", rc);
				exit(0);
		}
	}

	level.random_seed = initial_random_seed;

	set_joystick_x_axis(game_state.x_joystick_axis);
	set_joystick_y_axis(game_state.y_joystick_axis);

	jsfd = open_joystick(joystick_device);
	if (jsfd < 0) {
		printf("No joystick...\n");
	} else
		check_for_screensaver();

#ifdef WITHAUDIOSUPPORT
	if (nomusic)
		wwviaudio_set_nomusic();
	wwviaudio_set_sound_device(sound_device);
	if (wwviaudio_initialize_portaudio(MAX_CONCURRENT_SOUNDS, NCLIPS) != 0)
		printf("Guess sound's not working...\n");
	else
		init_clips();
#endif
	gtk_set_locale();
	gtk_init (&argc, &argv);
   
	gdk_color_parse("white", &huex[WHITE]);
	gdk_color_parse("blue", &huex[BLUE]);
	gdk_color_parse("black", &huex[BLACK]);
	gdk_color_parse("green", &huex[GREEN]);
	gdk_color_parse("darkgreen", &huex[DARKGREEN]);
	gdk_color_parse("yellow", &huex[YELLOW]);
	gdk_color_parse("red", &huex[RED]);
	gdk_color_parse("orange", &huex[ORANGE]);
	gdk_color_parse("cyan", &huex[CYAN]);
	gdk_color_parse("MAGENTA", &huex[MAGENTA]);

	/* Set up the spark colors. */
	setup_spark_colors();
	setup_rainbow_colors();

	if (no_colors_any_more)
		paint_it_black();
	if (blueprint)
		paint_it_blue();
	if (retrogreen)
		paint_it_green();
 
	if (game_state.rumble_wanted) {
		if (get_ready_to_rumble(rumbledevice) != 0) {
			printf("No rumble...\n");
			game_state.rumble_wanted = 0;
		}
	} 

    /* create a new window */
    window = gtk_window_new (GTK_WINDOW_TOPLEVEL);


	if (fullscreen) {
		/* This overrides --width and --height options */
		GdkScreen* screen = NULL;

		screen = gtk_window_get_screen(GTK_WINDOW(window));

		gtk_window_fullscreen(GTK_WINDOW (window));
		gtk_window_set_decorated( GTK_WINDOW (window), FALSE); 

		real_screen_width = gdk_screen_get_width(screen);
		real_screen_height = gdk_screen_get_height(screen);

		current_draw_line = scaled_line;
		current_draw_rectangle = scaled_rectangle;
		current_bright_line = scaled_bright_line;
	}
	xscale_screen = (float) real_screen_width / (float) SCREEN_WIDTH;
	yscale_screen = (float) real_screen_height / (float) SCREEN_HEIGHT;
    
    /* When the window is given the "delete_event" signal (this is given
     * by the window manager, usually by the "close" option, or on the
     * titlebar), we ask it to call the delete_event () function
     * as defined above. The data passed to the callback
     * function is NULL and is ignored in the callback function. */
    g_signal_connect (G_OBJECT (window), "delete_event",
		      G_CALLBACK (delete_event), NULL);
    
    /* Here we connect the "destroy" event to a signal handler.  
     * This event occurs when we call gtk_widget_destroy() on the window,
     * or if we return FALSE in the "delete_event" callback. */
    g_signal_connect (G_OBJECT (window), "destroy",
		      G_CALLBACK (destroy), NULL);
   
#if 0 
	/* Sets the border width of the window. */
	if (!fullscreen)
		/* this throws off gtk_window_get_size to see what size*/
		/* we ACTUALLY got, so, don't do it.*/
		gtk_container_set_border_width (GTK_CONTAINER (window), 10);
	else
		gtk_container_set_border_width (GTK_CONTAINER (window), 0);
#endif
	gtk_container_set_border_width (GTK_CONTAINER (window), 0);
   
	vbox = gtk_vbox_new(FALSE, 0); 
	main_da = gtk_drawing_area_new();
	gtk_widget_modify_bg(main_da, GTK_STATE_NORMAL, &huex[WHITE]);
	/* gtk_widget_set_size_request(main_da, real_screen_width, real_screen_height);*/

	g_signal_connect(G_OBJECT (main_da), "expose_event", G_CALLBACK (main_da_expose), NULL);
	g_signal_connect(G_OBJECT (main_da), "configure_event", G_CALLBACK (main_da_configure), NULL);

	gtk_container_add (GTK_CONTAINER (window), vbox);
	gtk_box_pack_start(GTK_BOX (vbox), main_da, TRUE /* expand */, TRUE /* fill */, 0);
   
	init_score_table(); 
	init_vects();
	init_vxy_2_dxy();
	init_object_numbers();
	
	g_signal_connect(G_OBJECT (window), "key_press_event",
		G_CALLBACK (key_press_cb), "window");
	g_signal_connect(G_OBJECT (window), "key_release_event",
		G_CALLBACK (key_release_cb), "window");


	/* print_target_list();*/

	for (i=0;i<NCOLORS+NSPARKCOLORS + NRAINBOWCOLORS;i++)
		gdk_colormap_alloc_color(gtk_widget_get_colormap(main_da), &huex[i], FALSE, FALSE);
	gtk_widget_modify_bg(main_da, GTK_STATE_NORMAL, &huex[BLACK]);


	make_debris_forms();
	init_levels_to_beginning();
	initialize_game_state_new_level();
	init_radar_noise();
	game_state.score = 0;
	game_state.sound_effects_on = 1;
	wwviaudio_resume_sound_effects();
	start_level();

	gtk_window_set_default_size(GTK_WINDOW(window), real_screen_width, real_screen_height);

	gtk_widget_show (vbox);
	gtk_widget_show (main_da);
    
	/* and the window */
	gtk_widget_show (window);
	set_cursor(window);
	
	inhibit_screensaver(window);

	gc = gdk_gc_new(GTK_WIDGET(main_da)->window);
	gdk_gc_set_foreground(gc, &huex[BLUE]);
	gdk_gc_set_foreground(gc, &huex[WHITE]);

	gdk_gc_set_clip_origin(gc, 0, 0);
	cliprect.x = 0;	
	cliprect.y = 0;	
	cliprect.width = real_screen_width;	
	cliprect.height = real_screen_height;	
	gdk_gc_set_clip_rectangle(gc, &cliprect);

	gtk_window_get_size(GTK_WINDOW (window), &real_screen_width, &real_screen_height);
	if (real_screen_width == 800 && real_screen_height == 600) {
		current_draw_line = gdk_draw_line;
		current_draw_rectangle = gdk_draw_rectangle;
		current_bright_line = unscaled_bright_line;
	} else {
		current_draw_line = scaled_line;
		current_draw_rectangle = scaled_rectangle;
		current_bright_line = scaled_bright_line;
	}
	xscale_screen = (float) real_screen_width / (float) SCREEN_WIDTH;
	yscale_screen = (float) real_screen_height / (float) SCREEN_HEIGHT;


	if (thicklines)
		current_draw_line = thick_scaled_line;

	explosion = explode;
	bright_explosion = bright_explode;
	if (round_explosions) {
		bright_explosion = bright_round_explode;
		explosion = round_explode;
	}

    timer_tag = g_timeout_add(1000 / frame_rate_hz, advance_game, NULL);
    
    /* Apparently (some versions of?) portaudio calls g_thread_init(). */
    /* It may only be called once, and subsequent calls abort, so */
    /* only call it if the thread system is not already initialized. */
    if (!g_thread_supported ()) 
	g_thread_init(NULL);

    gdk_threads_init();

    gettimeofday(&start_time, NULL);

    /* All GTK applications must have a gtk_main(). Control ends here
     * and waits for an event to occur (like a key press or
     * mouse event). */
    gtk_main ();

    wwviaudio_stop_portaudio();
    free_debris_forms();
	close_joystick();
	close_rumble_fd();

    return 0;
}
