#include <stdlib.h>
#include <string.h>
-#include "config.h"
+#include "common.h"
+#include "vorconfig.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;
- SDL_Surface *image;
- struct shape *shape;
- int type_number;
-};
-
-struct rock_struct rock[MAXROCKS], *rockptr = rock;
-
-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];
-int nrocks;
+static float rtimers[4];
+
+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 // 32 s for a speed=1 rock to cross the screen horizontally.
-#define KV 24.0 // 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 (+/-)
-float rnd(void);
-
-#define crnd() (2*(rnd()-0.5))
-
-
-int
-init_rocks(void)
+void
+reset_rocks(void)
{
- int i;
- char a[MAX_PATH_LEN];
- SDL_Surface *temp;
-
- 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]);
- }
- nrocks = 41;
- return 0;
+ nrocks = initial_rocks;
+ nrocks_inc_ticks = 2*60*20/(final_rocks-initial_rocks);
+ nrocks_timer = 0;
}
+#define ROCK_LEN sizeof("rockXX.png")
+
void
-reset_rocks(void)
+load_rocks(void)
{
int i;
+ char a[ROCK_LEN];
+
+ 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;
+ }
+
+ memset(rocks, 0, MAXROCKS*sizeof(struct rock));
- for(i = 0; i<MAXROCKS; i++) rock[i].active = 0;
+ for(i=1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
+ free_sprites[ROCK] = SPRITE(&rocks[MAXROCKS-1]);
+
+ 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
-rock_timer_increments(float *ti)
+rock_sides(float *ti, float *speed_min, float *speed_max)
{
float dx0,dx1, dy0,dy1;
float hfactor, vfactor;
int i;
for(i=0; i<4; i++) ti[i] = 0;
- hfactor = nrocks/KH; vfactor = nrocks/KV;
+ 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;
dx0 = -RDX - screendx; dx1 = RDX - screendx;
dy0 = -RDY - screendy; dy1 = RDY - screendy;
- if(dx0 != 0) {
- if(dx0 < 0) {
- if(dx1 < 0) ti[RIGHT] = -(dx0+dx1)/2;
- else {
- ti[RIGHT] = -dx0/2;
- ti[LEFT] = dx1/2;
- }
- } else ti[LEFT] = (dx0+dx1)/2;
+ 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) {
- if(dy0 < 0) {
- if(dy1 < 0) ti[BOTTOM] = -(dy0+dy1)/2;
- else {
- ti[BOTTOM] = -dy0/2;
- ti[TOP] = dy1/2;
- }
- } else ti[TOP] = (dy0+dy1)/2;
+ 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;
}
-void
-new_rocks(void)
-{
- int i,j;
- float ti[4];
-
- rock_timer_increments(ti);
-
- for(i=0; i<4; i++) {
- rtimers[i] += ti[i]*gamerate/20;
- if(rtimers[i] >= 1) {
- j=0;
- while(rockptr->active && j<MAXROCKS) {
- if(++rockptr - rock >= MAXROCKS) rockptr = rock;
- j++;
- }
- if(!rockptr->active) {
- rtimers[i] -= 1;
- rockptr->type_number = random() % NROCKS;
- rockptr->image = surf_rock[rockptr->type_number];
- rockptr->shape = &rock_shapes[rockptr->type_number];
- switch(i) {
- case RIGHT:
- rockptr->x = XSIZE;
- rockptr->y = rnd()*(YSIZE + rockptr->image->h);
- break;
- case LEFT:
- rockptr->x = -rockptr->image->w;
- rockptr->y = rnd()*(YSIZE + rockptr->image->h);
- break;
- case BOTTOM:
- rockptr->x = rnd()*(XSIZE + rockptr->image->w);
- rockptr->y = YSIZE;
- break;
- case TOP:
- rockptr->x = rnd()*(XSIZE + rockptr->image->w);
- rockptr->y = -rockptr->image->h;
- break;
- }
-
- rockptr->dx = RDX*crnd();
- rockptr->dy = RDY*crnd();
-
- rockptr->active = 1;
- }
- }
- }
+float
+weighted_rnd_range(float min, float max) {
+ return sqrt(min * min + frnd() * (max * max - min * min));
}
void
-move_rocks(void)
+new_rocks(void)
{
- int i;
-
- // Move all the rocks
- for(i = 0; i < MAXROCKS; i++) {
- if(rock[i].active) {
- // move
- rock[i].x += (rock[i].dx-screendx)*gamerate;
- rock[i].y += (rock[i].dy-screendy)*gamerate;
- // clip
- if(rock[i].x < -rock[i].image->w || rock[i].x >= XSIZE
- || rock[i].y < -rock[i].image->h || rock[i].y >= YSIZE) {
- rock[i].active = 0;
- }
+ 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++;
}
}
-}
-
-void
-draw_rocks(void)
-{
- 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;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (int) rock[i].x;
- dest.y = (int) rock[i].y;
+ rock_sides(ti, rmin, rmax);
- SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
+ // 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->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->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));
}
}
}
-int
-hit_rocks(float x, float y, struct shape *shape)
-{
- int i;
-
- 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;
- }
- }
- 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].dx-screendx < -4 || rock[i].dx-screendx > 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 += 54.0*dx/n;
- rock[i].dy += 54.0*dy/n;
- }
- }
+ for(i=0; i<MAXROCKS; i++) draw_sprite(SPRITE(&rocks[i]));
}