#include "globals.h"
#include "mt.h"
#include "rocks.h"
+#include "sprite.h"
-struct rock rocks[MAXROCKS];
-Sprite *free_rocks;
-
-Sprite **rock_buckets[2];
-int n_buckets;
-// we have two sets of buckets -- this variable tells which we are using.
-int p;
-int bw, bh;
-int grid_size;
-
+static struct rock rocks[MAXROCKS];
static struct rock prototypes[NROCKS];
// timers for rock generation.
static float rtimers[4];
-uint32_t nrocks;
-float nrocks_timer;
+uint32_t nrocks = I_ROCKS;
+float nrocks_timer = 0;
float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS);
// constants for rock generation.
#define RDX 2.5 // range for rock dx values (+/-)
#define RDY 2.5 // range for rock dy values (+/-)
-static inline Sprite **
-bucket(int x, int y, int p)
-{
- int b = (x+grid_size)/grid_size + bw*((y+grid_size)/grid_size);
- return &rock_buckets[p][b];
-}
-
-void
-init_buckets(void)
-{
- int scr_grid_w = (XSIZE+2*grid_size-1) / grid_size;
- int scr_grid_h = (YSIZE+2*grid_size-1) / grid_size;
- bw = 1 + scr_grid_w + 1;
- bh = 1 + scr_grid_h + 1;
- n_buckets = bw * bh;
-
- rock_buckets[0] = malloc(n_buckets * sizeof(struct rock *));
- rock_buckets[1] = malloc(n_buckets * sizeof(struct rock *));
- if(!rock_buckets[0] || !rock_buckets[1]) {
- fprintf(stderr, "Can't allocate rock buckets.\n");
- exit(1);
- }
- p = 0;
-}
-
-static inline void
-insert_sprite(Sprite **head, Sprite *this)
-{
- this->next = *head;
- *head = this;
-}
-
-static inline Sprite *
-remove_sprite(Sprite **head)
-{
- Sprite *this = *head;
- *head = this->next;
- return this;
-}
-
void
reset_rocks(void)
{
- int i;
-
- for(i=0; i<MAXROCKS; i++) rocks[i].image = NULL;
-
- rocks[0].next = NULL;
- for(i=1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
- free_rocks = SPRITE(&rocks[MAXROCKS-1]);
-
- for(i = 0; i<n_buckets; i++) {
- rock_buckets[0][i] = NULL;
- rock_buckets[1][i] = NULL;
- }
-
nrocks = I_ROCKS;
nrocks_timer = 0;
}
#define ROCK_LEN sizeof("sprites/rockXX.png")
-int
-init_rocks(void)
+void
+load_rocks(void)
{
int i;
char a[ROCK_LEN];
- int maxw=0, maxh=0;
- for(i = 0; i<NROCKS; i++) {
+ for(i=0; i<NROCKS; i++) {
snprintf(a, ROCK_LEN, "sprites/rock%02d.png", i);
load_sprite(SPRITE(&prototypes[i]), a);
- prototypes[i].type = ROCK_SPRITE;
- maxw = max(maxw, prototypes[i].w);
- maxh = max(maxh, prototypes[i].h);
+ prototypes[i].sprite_type = ROCK_SPRITE;
}
- grid_size = max(maxw, maxh) * 3 / 2;
- init_buckets();
+
+ memset(rocks, 0, MAXROCKS*sizeof(struct rock));
+
+ for(i=1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
+ free_sprites[ROCK_SPRITE] = SPRITE(&rocks[MAXROCKS-1]);
+
reset_rocks();
- return 0;
}
enum { LEFT, RIGHT, TOP, BOTTOM };
for(i=0; i<4; i++) {
while(rtimers[i] >= 1) {
rtimers[i] -= 1;
- if(!free_rocks) return; // sorry, we ran out of rocks!
- r = (struct rock *) remove_sprite(&free_rocks);
+ if(!free_sprites[ROCK_SPRITE]) return; // sorry, we ran out of rocks!
+ r = (struct rock *) remove_sprite(&free_sprites[ROCK_SPRITE]);
type = urnd() % NROCKS;
*r = prototypes[type];
r->type = type;
r->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
break;
}
- insert_sprite(bucket(r->x, r->y, p), SPRITE(r));
+ add_sprite(SPRITE(r));
}
}
}
-void
-move_rocks(void)
-{
- int b;
- Sprite *r, **head;
-
- // Move all the rocks
- for(b=0; b<n_buckets; b++) {
- head=&rock_buckets[p][b]; r=*head;
- while(*head) {
- r=*head;
-
- // move
- r->x += (r->dx - screendx)*t_frame;
- r->y += (r->dy - screendy)*t_frame;
-
- // clip it, or sort it into the other bucket set
- // (either way we move it out of this list).
- if(r->x + r->image->w < 0 || r->x >= XSIZE
- || r->y + r->image->h < 0 || r->y >= YSIZE) {
- insert_sprite(&free_rocks, remove_sprite(head));
- r->image = NULL;
- } else insert_sprite(bucket(r->x, r->y, 1-p), remove_sprite(head));
- }
- }
- 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(Sprite *r, Sprite *s)
-{
- for(; r; r=r->next) {
- if(collide(r, s)) return true;
- }
- return false;
-}
-
-int
-hit_rocks(Sprite *s)
-{
- int l, r, t, b;
- Sprite **bucket;
-
- l = (s->x + grid_size) / grid_size;
- r = (s->x + s->w + grid_size) / grid_size;
- t = (s->y + grid_size) / grid_size;
- b = (s->y + s->h + grid_size) / grid_size;
- bucket = &rock_buckets[p][l + t*bw];
-
- if(hit_in_bucket(*bucket, s)) return true;
- if(l > 0 && hit_in_bucket(*(bucket-1), s)) return true;
- if(t > 0 && hit_in_bucket(*(bucket-bw), s)) return true;
- if(l > 0 && t > 0 && hit_in_bucket(*(bucket-1-bw), s)) return true;
-
- if(r > l) {
- if(hit_in_bucket(*(bucket+1), s)) return true;
- if(t > 0 && hit_in_bucket(*(bucket+1-bw), s)) return true;
- }
- if(b > t) {
- if(hit_in_bucket(*(bucket+bw), s)) return true;
- if(l > 0 && hit_in_bucket(*(bucket-1+bw), s)) return true;
- }
- if(r > l && b > t && hit_in_bucket(*(bucket+1+bw), s)) return true;
- return false;
-}
-
-int
-pixel_hit_in_bucket(Sprite *r, float x, float y)
-{
- for(; r; r=r->next) {
- if(pixel_collide(r, x, y)) return 1;
- }
- return 0;
-}
-
-int
-pixel_hit_rocks(float x, float y)
-{
- int ix, iy;
- int l, t;
- Sprite **bucket;
-
- ix = x + grid_size; iy = y + grid_size;
- l = ix / grid_size; t = iy / grid_size;
- bucket = &rock_buckets[p][l + t*bw];
- if(pixel_hit_in_bucket(*bucket, x, y)) return true;
- if(l > 0 && pixel_hit_in_bucket(*(bucket-1), x, y)) return true;
- if(t > 0 && pixel_hit_in_bucket(*(bucket-bw), x, y)) return true;
- if(l > 0 && t > 0 && pixel_hit_in_bucket(*(bucket-1-bw), x, y)) return true;
- return false;
+ for(i=0; i<MAXROCKS; i++) draw_sprite(SPRITE(&rocks[i]));
}
void
-blast_rocks(float x, float y, float radius, int onlyslow)
+blast_rocks(float x, float y, float radius)
{
- int b;
+ int i;
Sprite *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++) {
+ if(rocks[i].sprite_type == NONE) continue;
+ r = SPRITE(&rocks[i]);
+ if(r->x <= 0) 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;
}
}
}