#include "globals.h"
#include "mt.h"
#include "rocks.h"
+#include "sprite.h"
-SDL_Surface *load_image(char *filename);
-
-struct rock rocks[MAXROCKS], *free_rocks;
-
-struct rock **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;
-
-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*20) // 32 s for a speed=1 rock to cross the screen horizontally.
#define RDX 2.5 // range for rock dx values (+/-)
#define RDY 2.5 // range for rock dy values (+/-)
-static inline struct rock **
-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)
+reset_rocks(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;
+ nrocks = initial_rocks;
+ nrocks_inc_ticks = 2*60*20/(final_rocks-initial_rocks);
+ nrocks_timer = 0;
}
-void
-transfer_rock(struct rock *r, struct rock **from, struct rock **to)
-{
- *from = &r->next->rock;
- r->next = SPRITE(*to);
- *to = 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 = SPRITE(&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));
-#define ROCK_LEN sizeof("sprites/rockXX.png")
+ for(i=1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
+ free_sprites[ROCK] = SPRITE(&rocks[MAXROCKS-1]);
-int
-init_rocks(void)
-{
- int i;
- char a[ROCK_LEN];
- int maxw=0, maxh=0;
-
- for(i = 0; i<NROCKS; i++) {
- snprintf(a, ROCK_LEN, "sprites/rock%02d.png", i);
- NULLERROR(surf_rock[i] = load_image(a));
- 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;
+ 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 = urnd() % NROCKS;
- r->image = surf_rock[r->type];
- r->shape = &rock_shapes[r->type];
+ 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 = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
break;
}
- transfer_rock(r, &free_rocks, bucket(r->x, r->y, p));
+ add_sprite(SPRITE(r));
}
}
}
-void
-move_rocks(void)
-{
- int b;
- struct rock **head;
- struct rock *r;
-
- // 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) {
- transfer_rock(r, head, &free_rocks);
- r->image = NULL;
- } else transfer_rock(r, head, bucket(r->x, r->y, 1-p));
- }
- }
- 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(struct rock *r, float x, float y, struct shape *shape)
-{
- for(; r; r=&r->next->rock) {
- 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 ix, iy;
- int l, r, t, b;
- struct rock **bucket;
-
- ix = x + grid_size; iy = y + grid_size;
- l = ix / grid_size; r = (ix+shape->w)/grid_size;
- t = iy / grid_size; b = (iy+shape->h)/grid_size;
- bucket = &rock_buckets[p][l + t*bw];
-
- if(hit_in_bucket(*bucket, x, y, shape)) return true;
- if(l > 0 && hit_in_bucket(*(bucket-1), x, y, shape)) return true;
- if(t > 0 && hit_in_bucket(*(bucket-bw), x, y, shape)) return true;
- if(l > 0 && t > 0 && hit_in_bucket(*(bucket-1-bw), x, y, shape)) return true;
-
- if(r > l) {
- if(hit_in_bucket(*(bucket+1), x, y, shape)) return true;
- if(t > 0 && hit_in_bucket(*(bucket+1-bw), x, y, shape)) return true;
- }
- if(b > t) {
- if(hit_in_bucket(*(bucket+bw), x, y, shape)) return true;
- if(l > 0 && hit_in_bucket(*(bucket-1+bw), x, y, shape)) return true;
- }
- if(r > l && b > t && hit_in_bucket(*(bucket+1+bw), x, y, shape)) return true;
- return false;
-}
-
-int
-pixel_hit_in_bucket(struct rock *r, float x, float y)
-{
- for(; r; r=&r->next->rock) {
- 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 ix, iy;
- int l, t;
- struct rock **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;
-}
-
-void
-blast_rocks(float x, float y, float radius, int onlyslow)
-{
- int b;
- struct rock *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->rock) {
- 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]));
}