#include <stdlib.h>
#include <string.h>
+#include "common.h"
#include "config.h"
#include "file.h"
#include "globals.h"
+#include "mt.h"
#include "rocks.h"
-#include "shape.h"
+#include "sprite.h"
-struct rock_struct {
- float x,y,dx,dy;
- int active;
- int dead; // has been blown out of the way
- // to make room for a new ship appearing.
- SDL_Surface *image;
- struct shape *shape;
- int type_number;
-};
+static struct rock rocks[MAXROCKS];
+static struct rock prototypes[NROCKS];
-struct rock_struct rock[MAXROCKS], *rockptr = rock;
+// timers for rock generation.
+static float rtimers[4];
-float rockrate,rockspeed;
+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);
-SDL_Surface *surf_rock[NROCKS];
-struct shape rock_shapes[NROCKS];
-
-int countdown = 0;
-
-float rnd(void);
-
-uint32_t area;
-
-int
-init_rocks(void)
-{
- int i;
- char a[MAX_PATH_LEN];
- SDL_Surface *temp;
-
- area = 0;
-
- 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]);
- }
- return 0;
-}
+// constants for rock generation.
+#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 (+/-)
void
-new_rocks(void)
+reset_rocks(void)
{
- if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
- // Possibly create a rock
- rockptr++;
- if(rockptr-rock >= MAXROCKS) {
- rockptr = rock;
- }
- if(!rockptr->active) {
- rockptr->dx = -(rockspeed)*(1 + rnd());
- rockptr->dy = rnd()-0.5;
- rockptr->type_number = random() % NROCKS;
- rockptr->image = surf_rock[rockptr->type_number];
- rockptr->shape = &rock_shapes[rockptr->type_number];
- rockptr->x = (float)XSIZE;
- rockptr->y = rnd()*(YSIZE + rockptr->image->h);
- rockptr->active = 1;
- area += rockptr->shape->area;
- }
- if(gamerate>0.1) {
- countdown = (int)(ROCKRATE/gamerate);
- } else {
- countdown = 0;
- }
- }
+ nrocks = initial_rocks;
+ nrocks_inc_ticks = 2*60*20/(final_rocks-initial_rocks);
+ nrocks_timer = 0;
}
+#define ROCK_LEN sizeof("rockXX.png")
+
void
-move_rocks(void)
+load_rocks(void)
{
int i;
+ char a[ROCK_LEN];
- // Move all the rocks
- for(i = 0; i < MAXROCKS; i++) {
- if(rock[i].active) {
- rock[i].x += rock[i].dx*gamerate;
- rock[i].y += rock[i].dy*gamerate + yscroll;
- if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) {
- if(rock[i].dead) {
- area -= rock[i].shape->area;
- rock[i].dead = 0;
- rock[i].active = 0;
- } else {
- // wrap
- rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
- rock[i].y += (rock[i].dy*gamerate + yscroll) * 1.01;
- }
- }
- if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
- area -= rock[i].shape->area;
- rock[i].active = 0;
- rock[i].dead = 0;
- }
- }
+ 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;
}
-}
-void
-reset_rocks(void)
-{
- int i;
+ memset(rocks, 0, MAXROCKS*sizeof(struct rock));
- area = 0;
- for(i = 0; i<MAXROCKS; i++ ) {
- rock[i].active = 0;
- rock[i].dead = 0;
- }
+ for(i=1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
+ free_sprites[ROCK] = SPRITE(&rocks[MAXROCKS-1]);
- rockrate = 54.0;
- rockspeed = 5.0;
+ reset_rocks();
}
+enum { LEFT, RIGHT, TOP, BOTTOM };
+
+
+// compute the number of rocks/tick that should be coming from each side,
+// and the speed ranges of rocks coming from each side
void
-draw_rocks(void)
+rock_sides(float *ti, float *speed_min, float *speed_max)
{
+ float dx0,dx1, dy0,dy1;
+ float hfactor, vfactor;
int i;
- SDL_Rect src, dest;
-
- src.x = 0; src.y = 0;
- for(i = 0; i<MAXROCKS; i++) {
- if(rock[i].active) {
- src.w = rock[i].image->w;
- src.h = rock[i].image->h;
+ for(i=0; i<4; i++) ti[i] = 0;
+ for(i=0; i<4; i++) speed_min[i] = 0;
+ for(i=0; i<4; i++) speed_max[i] = 0;
+ hfactor = (float)nrocks/KH; vfactor = (float)nrocks/KV;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (int) rock[i].x;
- dest.y = (int) rock[i].y;
-
- SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
+ dx0 = -RDX - screendx; dx1 = RDX - screendx;
+ dy0 = -RDY - screendy; dy1 = RDY - screendy;
+ if(dx0 < 0) {
+ speed_max[RIGHT] = -dx0;
+ if(dx1 < 0) {
+ // Rocks moving left only. So the RIGHT side of the screen
+ speed_min[RIGHT] = -dx1;
+ ti[RIGHT] = -(dx0+dx1)/2;
+ } else {
+ // Rocks moving left and right
+ speed_max[LEFT] = dx1;
+ ti[RIGHT] = -dx0/2;
+ ti[LEFT] = dx1/2;
}
+ } else {
+ // Rocks moving right only. So the LEFT side of the screen
+ speed_min[LEFT] = dx0;
+ speed_max[LEFT] = dx1;
+ ti[LEFT] = (dx0+dx1)/2;
}
+ ti[LEFT] *= hfactor;
+ ti[RIGHT] *= hfactor;
+
+ if(dy0 < 0) {
+ speed_max[BOTTOM] = -dy0;
+ if(dy1 < 0) {
+ // Rocks moving up only. So the BOTTOM of the screen
+ speed_min[BOTTOM] = -dy1;
+ ti[BOTTOM] = -(dy0+dy1)/2;
+ } else {
+ // Rocks moving up and down
+ speed_max[TOP] = dy1;
+ ti[BOTTOM] = -dy0/2;
+ ti[TOP] = dy1/2;
+ }
+ } else {
+ // Rocks moving down only. so the TOP of the screen
+ speed_min[TOP] = dy0;
+ speed_max[TOP] = dy1;
+ ti[TOP] = (dy0+dy1)/2;
+ }
+ ti[TOP] *= vfactor;
+ ti[BOTTOM] *= vfactor;
+}
+
+float
+weighted_rnd_range(float min, float max) {
+ return sqrt(min * min + frnd() * (max * max - min * min));
}
-int
-hit_rocks(float x, float y, struct shape *shape)
+void
+new_rocks(void)
{
- int i;
+ int i, type;
+ struct rock *r;
+ float ti[4];
+ float rmin[4];
+ float rmax[4];
+
+ if(nrocks < final_rocks) {
+ nrocks_timer += t_frame;
+ if(nrocks_timer >= nrocks_inc_ticks) {
+ nrocks_timer -= nrocks_inc_ticks;
+ nrocks++;
+ }
+ }
- for(i=0; i<MAXROCKS; i++) {
- if(rock[i].active) {
- if(collide(x-rock[i].x, y-rock[i].y, rock[i].shape, shape))
- return 1;
+ rock_sides(ti, rmin, rmax);
+
+ // increment timers
+ for(i=0; i<4; i++) rtimers[i] += ti[i]*t_frame;
+
+ // generate rocks
+ for(i=0; i<4; i++) {
+ while(rtimers[i] >= 1) {
+ rtimers[i] -= 1;
+ 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->y = frnd()*(YSIZE + r->image->h);
+
+ r->dx = -weighted_rnd_range(rmin[i], rmax[i]) + screendx;
+ r->dy = RDY*crnd();
+ break;
+ case LEFT:
+ r->x = -r->image->w;
+ r->y = frnd()*(YSIZE + r->image->h);
+
+ r->dx = weighted_rnd_range(rmin[i], rmax[i]) + screendx;
+ r->dy = RDY*crnd();
+ break;
+ case BOTTOM:
+ r->x = frnd()*(XSIZE + 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->y = -r->image->h;
+
+ r->dx = RDX*crnd();
+ r->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
+ break;
+ }
+ add_sprite(SPRITE(r));
}
}
- return 0;
}
+
void
-blast_rocks(float x, float y, float radius, int onlyslow)
+draw_rocks(void)
{
int i;
- float dx, dy, n;
-
- for(i = 0; i<MAXROCKS; i++ ) {
- if(rock[i].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 && (!rock[i].dead || rock[i].dx < -4 || rock[i].dx > 3)) {
- continue;
- }
-
- dx = rock[i].x - x;
- dy = rock[i].y - y;
-
- n = sqrt(dx*dx + dy*dy);
- if(n < radius) {
- n *= 20;
- rock[i].dx += rockrate*(dx+30)/n;
- rock[i].dy += rockrate*dy/n;
- rock[i].dead = 1;
- }
- }
+ for(i=0; i<MAXROCKS; i++) draw_sprite(SPRITE(&rocks[i]));
}