#include "globals.h"
#include "mt.h"
#include "rocks.h"
-#include "shape.h"
+#include "sprite.h"
-struct rock_struct {
- struct rock_struct *next;
- float x,y,dx,dy;
- SDL_Surface *image;
- struct shape *shape;
- int type_number;
-};
-
-struct rock_struct rocks[MAXROCKS], *free_rocks;
-
-struct rock_struct **rock_buckets[2];
-int n_buckets, p;
-int bw, bh;
-int grid_size;
-
-SDL_Surface *surf_rock[NROCKS];
-struct shape rock_shapes[NROCKS];
+static struct rock rocks[MAXROCKS];
+static struct rock prototypes[NROCKS];
// timers for rock generation.
-float rtimers[4];
+static float rtimers[4];
-uint32_t nrocks;
-float nrocks_timer;
-float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS);
+uint32_t nrocks = NORMAL_I_ROCKS;
+uint32_t initial_rocks = NORMAL_I_ROCKS;
+uint32_t final_rocks = NORMAL_F_ROCKS;
+float nrocks_timer = 0;
+float nrocks_inc_ticks = 2*60*20/(NORMAL_F_ROCKS-NORMAL_I_ROCKS);
// constants for rock generation.
-#define KH (32.0*20) // 32 s for a speed=1 rock to cross the screen horizontally.
-#define KV (24.0*20) // 24 s for a speed=1 rock to cross the screen vertically.
+#define KH (32*20) // 32 s for a speed=1 rock to cross the screen horizontally.
+#define KV (24*20) // 24 s for a speed=1 rock to cross the screen vertically.
#define RDX 2.5 // range for rock dx values (+/-)
#define RDY 2.5 // range for rock dy values (+/-)
-static inline int bucket(int x, int y) { return (1+x/grid_size) + bw*(1+y/grid_size); }
-
void
-init_buckets(void)
+reset_rocks(void)
{
- bw = (XSIZE+2*grid_size-1) / grid_size;
- bh = (YSIZE+2*grid_size-1) / grid_size;
- n_buckets = bw * bh;
-
- rock_buckets[0] = malloc(n_buckets * sizeof(struct rock_struct *));
- rock_buckets[1] = malloc(n_buckets * sizeof(struct rock_struct *));
- if(!rock_buckets[0] || !rock_buckets[1]) {
- fprintf(stderr, "Can't allocate rock buckets.\n");
- exit(1);
- }
- p = 0;
+ nrocks = initial_rocks;
+ nrocks_inc_ticks = 2*60*20/(final_rocks-initial_rocks);
+ nrocks_timer = 0;
}
-void
-sort_rock(struct rock_struct *q, struct rock_struct *r, int p)
-{
- int b = bucket(r->x, r->y);
- q->next = r->next; // remove from old list
- r->next = rock_buckets[p][b]; // insert into new list
- rock_buckets[p][b] = r;
-}
+#define ROCK_LEN sizeof("rockXX.png")
void
-reset_rocks(void)
+load_rocks(void)
{
int i;
+ char a[ROCK_LEN];
- for(i=0; i<MAXROCKS; i++) rocks[i].image = NULL;
- rocks[0].next = NULL; free_rocks = &rocks[MAXROCKS-1];
- for(i = 1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
- for(i = 0; i<n_buckets; i++) {
- rock_buckets[0][i] = NULL;
- rock_buckets[1][i] = NULL;
+ for(i=0; i<NROCKS; i++) {
+ snprintf(a, ROCK_LEN, "rock%02d.png", i);
+ load_sprite(SPRITE(&prototypes[i]), a);
+ prototypes[i].sprite_type = ROCK;
+ prototypes[i].flags = MOVE|DRAW|COLLIDE;
}
- nrocks = I_ROCKS;
- nrocks_timer = 0;
-}
+ memset(rocks, 0, MAXROCKS*sizeof(struct rock));
-int
-init_rocks(void)
-{
- int i;
- char a[MAX_PATH_LEN];
- SDL_Surface *temp;
- int maxw=0, maxh=0;
+ for(i=1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
+ free_sprites[ROCK] = SPRITE(&rocks[MAXROCKS-1]);
- for(i = 0; i<NROCKS; i++) {
- snprintf(a,MAX_PATH_LEN,add_path("sprites/rock%02d.png"),i);
- NULLERROR(temp = IMG_Load(a));
- NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
- get_shape(surf_rock[i], &rock_shapes[i]);
- maxw = max(maxw, rock_shapes[i].w);
- maxh = max(maxh, rock_shapes[i].h);
- }
- grid_size = max(maxw, maxh) * 3 / 2;
- init_buckets();
reset_rocks();
- return 0;
}
enum { LEFT, RIGHT, TOP, BOTTOM };
void
new_rocks(void)
{
- int i;
- struct rock_struct *r;
+ int i, type;
+ struct rock *r;
float ti[4];
float rmin[4];
float rmax[4];
- if(nrocks < F_ROCKS) {
+ if(nrocks < final_rocks) {
nrocks_timer += t_frame;
if(nrocks_timer >= nrocks_inc_ticks) {
nrocks_timer -= nrocks_inc_ticks;
for(i=0; i<4; i++) {
while(rtimers[i] >= 1) {
rtimers[i] -= 1;
- if(!free_rocks) return; // sorry, we ran out of rocks!
- r = free_rocks;
- r->type_number = urnd() % NROCKS;
- r->image = surf_rock[r->type_number];
- r->shape = &rock_shapes[r->type_number];
+ if(!free_sprites[ROCK]) return; // sorry, we ran out of rocks!
+ r = (struct rock *) remove_sprite(&free_sprites[ROCK]);
+ type = urnd() % NROCKS;
+ *r = prototypes[type];
+ r->type = type;
switch(i) {
case RIGHT:
r->x = XSIZE;
r->dy = RDY*crnd();
break;
case BOTTOM:
- r->x = frnd()*(XSIZE + r->image->w);
+ r->x = (frnd()*(XSIZE + r->image->w)) - r->image->w;
r->y = YSIZE;
r->dx = RDX*crnd();
r->dy = -weighted_rnd_range(rmin[i], rmax[i]) + screendy;
break;
case TOP:
- r->x = frnd()*(XSIZE + r->image->w);
+ r->x = (frnd() * (XSIZE + r->image->w)) - r->image->w;
r->y = -r->image->h;
r->dx = RDX*crnd();
r->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
break;
}
- sort_rock((struct rock_struct *)&free_rocks, r, p);
+ add_sprite(SPRITE(r));
}
}
}
-void
-move_rocks(void)
-{
- int b;
- struct rock_struct *q,*r;
-
- // Move all the rocks
- for(b=0; b<n_buckets; b++) {
- q=(struct rock_struct *)&rock_buckets[p][b]; r=q->next;
- while(r) {
- // move
- r->x += (r->dx - screendx)*t_frame;
- r->y += (r->dy - screendy)*t_frame;
-
- // clip
- if(r->x + r->image->w < 0 || r->x >= XSIZE
- || r->y + r->image->h < 0 || r->y >= YSIZE) {
- q->next = r->next;
- r->next = free_rocks; free_rocks = r;
- r->image = NULL;
- } else sort_rock(q,r,1-p);
- if(q->next == r) q = q->next;
- if(q) r = q->next; else r = NULL;
- }
- }
- p = 1-p; // switch current set of buckets.
-}
void
draw_rocks(void)
{
int i;
- SDL_Rect dest;
-
- for(i=0; i<MAXROCKS; i++) {
- if(!rocks[i].image) continue;
- dest.x = rocks[i].x; dest.y = rocks[i].y;
- SDL_BlitSurface(rocks[i].image,NULL,surf_screen,&dest);
- }
-}
-
-int
-hit_in_bucket(int b, float x, float y, struct shape *shape)
-{
- struct rock_struct *r;
-
- for(r=rock_buckets[p][b]; r; r=r->next) {
- if(collide(x - r->x, y - r->y, r->shape, shape)) return 1;
- }
- return 0;
-}
-
-int
-hit_rocks(float x, float y, struct shape *shape)
-{
- int b = bucket(x, y);
- int bdx = ((int)x+shape->w)/grid_size - (int)x/grid_size;
- int bdy = ((int)y+shape->h)/grid_size - (int)y/grid_size;
- if(hit_in_bucket(b, x, y, shape)) return 1;
- if(hit_in_bucket(b-1, x, y, shape)) return 1;
- if(hit_in_bucket(b-bw, x, y, shape)) return 1;
- if(hit_in_bucket(b-bw-1, x, y, shape)) return 1;
-
- if(bdx) {
- if(hit_in_bucket(b+1, x, y, shape)) return 1;
- if(hit_in_bucket(b+1-bw, x, y, shape)) return 1;
- }
- if(bdy) {
- if(hit_in_bucket(b+bw, x, y, shape)) return 1;
- if(hit_in_bucket(b+bw-1, x, y, shape)) return 1;
- }
- if(bdx && bdy && hit_in_bucket(b+bw+1, x, y, shape)) return 1;
- return 0;
-}
-
-int
-pixel_hit_in_bucket(int b, float x, float y)
-{
- struct rock_struct *r;
- for(r=rock_buckets[p][b]; r; r=r->next) {
- if(x < r->x || y < r->y) continue;
- if(pixel_collide(x - r->x, y - r->y, r->shape)) return 1;
- }
- return 0;
-}
-
-int
-pixel_hit_rocks(float x, float y)
-{
- int b = bucket(x, y);
- if(pixel_hit_in_bucket(b, x, y)) return 1;
- if(pixel_hit_in_bucket(b-1, x, y)) return 1;
- if(pixel_hit_in_bucket(b-bw, x, y)) return 1;
- if(pixel_hit_in_bucket(b-bw-1, x, y)) return 1;
- return 0;
-}
-
-void
-blast_rocks(float x, float y, float radius, int onlyslow)
-{
- int b;
- struct rock_struct *r;
- float dx, dy, n;
-
- if(onlyslow) return;
-
- for(b=0; b<n_buckets; b++) {
- for(r=rock_buckets[p][b]; r; r=r->next) {
- if(r->x <= 0) continue;
-
- // This makes it so your explosion from dying magically doesn't leave
- // any rocks that aren't moving much on the x axis. If onlyslow is set,
- // only rocks that are barely moving will be pushed.
- if(onlyslow && (r->dx - screendx < -4 || r->dx - screendx > 3)) continue;
-
- dx = r->x - x;
- dy = r->y - y;
-
- n = sqrt(dx*dx + dy*dy);
- if(n < radius) {
- n *= 15;
- r->dx += 54.0*dx/n;
- r->dy += 54.0*dy/n;
- }
- }
- }
+ for(i=0; i<MAXROCKS; i++) draw_sprite(SPRITE(&rocks[i]));
}