22 struct rock_struct rock[MAXROCKS], *rockptr = rock;
24 SDL_Surface *surf_rock[NROCKS];
25 struct shape rock_shapes[NROCKS];
27 // timers for rock generation.
31 uint32_t nrocks_timer;
32 uint32_t nrocks_inc_ticks = 2*60*1000/(F_ROCKS-I_ROCKS);
34 // constants for rock generation.
35 #define KH 32.0 // 32 s for a speed=1 rock to cross the screen horizontally.
36 #define KV 24.0 // 24 s for a speed=1 rock to cross the screen vertically.
37 #define RDX 2.5 // range for rock dx values (+/-)
38 #define RDY 2.5 // range for rock dy values (+/-)
47 for(i = 0; i<NROCKS; i++) {
48 snprintf(a,MAX_PATH_LEN,add_path("sprites/rock%02d.png"),i);
49 NULLERROR(temp = IMG_Load(a));
50 NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
51 get_shape(surf_rock[i], &rock_shapes[i]);
61 for(i = 0; i<MAXROCKS; i++) rock[i].active = 0;
66 enum { LEFT, RIGHT, TOP, BOTTOM };
69 // compute the number of rocks/second that should be coming from each side
71 // compute the speed ranges of rocks coming from each side
73 rock_sides(float *ti, float *speed_min, float *speed_max)
75 float dx0,dx1, dy0,dy1;
76 float hfactor, vfactor;
79 for(i=0; i<4; i++) ti[i] = 0;
80 for(i=0; i<4; i++) speed_min[i] = 0;
81 for(i=0; i<4; i++) speed_max[i] = 0;
82 hfactor = (float)nrocks/KH; vfactor = (float)nrocks/KV;
84 dx0 = -RDX - screendx; dx1 = RDX - screendx;
85 dy0 = -RDY - screendy; dy1 = RDY - screendy;
88 speed_max[RIGHT] = -dx0;
90 // Rocks moving left only. So the RIGHT side of the screen
91 speed_min[RIGHT] = -dx1;
92 ti[RIGHT] = -(dx0+dx1)/2;
94 // Rocks moving left and right
95 speed_max[LEFT] = dx1;
100 // Rocks moving right only. So the LEFT side of the screen
101 speed_min[LEFT] = dx0;
102 speed_max[LEFT] = dx1;
103 ti[LEFT] = (dx0+dx1)/2;
106 ti[RIGHT] *= hfactor;
109 speed_max[BOTTOM] = -dy0;
111 // Rocks moving up only. So the BOTTOM of the screen
112 speed_min[BOTTOM] = -dy1;
113 ti[BOTTOM] = -(dy0+dy1)/2;
115 // Rocks moving up and down
116 speed_max[TOP] = dy1;
121 // Rocks moving down only. so the TOP of the screen
122 speed_min[TOP] = dy0;
123 speed_max[TOP] = dy1;
124 ti[TOP] = (dy0+dy1)/2;
127 ti[BOTTOM] *= vfactor;
131 weighted_rnd_range(float min, float max) {
132 return sqrt(min * min + frnd() * (max * max - min * min));
143 if(nrocks < F_ROCKS) {
144 nrocks_timer += ms_frame;
145 if(nrocks_timer >= nrocks_inc_ticks) {
146 nrocks_timer -= nrocks_inc_ticks;
151 rock_sides(ti, rmin, rmax);
153 // loop through the four sides of the screen
155 // see if we generate a rock for this side this frame
156 rtimers[i] += ti[i]*s_frame;
157 while(rtimers[i] >= 1) {
160 while(rockptr->active && j<MAXROCKS) {
161 if(++rockptr - rock >= MAXROCKS) rockptr = rock;
164 if(!rockptr->active) {
165 rockptr->type_number = random() % NROCKS;
166 rockptr->image = surf_rock[rockptr->type_number];
167 rockptr->shape = &rock_shapes[rockptr->type_number];
171 rockptr->y = frnd()*(YSIZE + rockptr->image->h);
173 rockptr->dx = -weighted_rnd_range(rmin[i], rmax[i]) + screendx;
174 rockptr->dy = RDY*crnd();
177 rockptr->x = -rockptr->image->w;
178 rockptr->y = frnd()*(YSIZE + rockptr->image->h);
180 rockptr->dx = weighted_rnd_range(rmin[i], rmax[i]) + screendx;
181 rockptr->dy = RDY*crnd();
184 rockptr->x = frnd()*(XSIZE + rockptr->image->w);
187 rockptr->dx = RDX*crnd();
188 rockptr->dy = -weighted_rnd_range(rmin[i], rmax[i]) + screendy;
191 rockptr->x = frnd()*(XSIZE + rockptr->image->w);
192 rockptr->y = -rockptr->image->h;
194 rockptr->dx = RDX*crnd();
195 rockptr->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
210 // Move all the rocks
211 for(i = 0; i < MAXROCKS; i++) {
214 rock[i].x += (rock[i].dx-screendx)*t_frame;
215 rock[i].y += (rock[i].dy-screendy)*t_frame;
217 if(rock[i].x < -rock[i].image->w || rock[i].x >= XSIZE
218 || rock[i].y < -rock[i].image->h || rock[i].y >= YSIZE) {
231 src.x = 0; src.y = 0;
233 for(i = 0; i<MAXROCKS; i++) {
235 src.w = rock[i].image->w;
236 src.h = rock[i].image->h;
240 dest.x = (int) rock[i].x;
241 dest.y = (int) rock[i].y;
243 SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
250 hit_rocks(float x, float y, struct shape *shape)
254 for(i=0; i<MAXROCKS; i++) {
256 if(collide(x-rock[i].x, y-rock[i].y, rock[i].shape, shape))
264 blast_rocks(float x, float y, float radius, int onlyslow)
271 for(i = 0; i<MAXROCKS; i++ ) {
272 if(rock[i].x <= 0) continue;
274 // This makes it so your explosion from dying magically doesn't leave
275 // any rocks that aren't moving much on the x axis. If onlyslow is set,
276 // only rocks that are barely moving will be pushed.
277 if(onlyslow && (rock[i].dx-screendx < -4 || rock[i].dx-screendx > 3)) continue;
282 n = sqrt(dx*dx + dy*dy);
285 rock[i].dx += 54.0*dx/n;
286 rock[i].dy += 54.0*dy/n;