#include "mt.h"
#include "rocks.h"
-SDL_Surface *load_image(char *filename);
-
struct rock rocks[MAXROCKS], *free_rocks;
struct rock **rock_buckets[2];
int bw, bh;
int grid_size;
-SDL_Surface *surf_rock[NROCKS];
-struct shape rock_shapes[NROCKS];
+static struct rock prototypes[NROCKS];
// timers for rock generation.
-float rtimers[4];
+static float rtimers[4];
uint32_t nrocks;
float nrocks_timer;
void
transfer_rock(struct rock *r, struct rock **from, struct rock **to)
{
- *from = &r->next->rock;
- r->next = SPRITE(*to);
+ *from = r->next;
+ r->next = *to;
*to = r;
}
int i;
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]);
+
+ rocks[0].next = NULL;
+ for(i=1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
+ free_rocks = &rocks[MAXROCKS-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, "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);
+ load_sprite(SPRITE(&prototypes[i]), a);
+ maxw = max(maxw, prototypes[i].w);
+ maxh = max(maxh, prototypes[i].h);
}
grid_size = max(maxw, maxh) * 3 / 2;
init_buckets();
void
new_rocks(void)
{
- int i;
- struct rock *r;
+ int i, type;
+ struct rock *r, **tmp;
float ti[4];
float rmin[4];
float rmax[4];
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];
+ r = free_rocks; free_rocks = r->next;
+ 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));
+ tmp = bucket(r->x, r->y, p);
+ r->next = *tmp; *tmp = r;
}
}
}
}
int
-hit_in_bucket(struct rock *r, float x, float y, struct shape *shape)
+hit_in_bucket(struct rock *r, Sprite *s)
{
- for(; r; r=&r->next->rock) {
- if(collide(x - r->x, y - r->y, r->shape, shape)) return 1;
+ for(; r; r=r->next) {
+ if(collide(SPRITE(r), s)) return true;
}
- return 0;
+ return false;
}
int
-hit_rocks(float x, float y, struct shape *shape)
+hit_rocks(Sprite *s)
{
- 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;
+ 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, 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(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), x, y, shape)) return true;
- if(t > 0 && hit_in_bucket(*(bucket+1-bw), x, y, shape)) return true;
+ 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), x, y, shape)) return true;
- if(l > 0 && hit_in_bucket(*(bucket-1+bw), x, y, shape)) return true;
+ 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), x, y, shape)) return true;
+ if(r > l && b > t && hit_in_bucket(*(bucket+1+bw), s)) 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;
+ for(; r; r=r->next) {
+ if(pixel_collide(SPRITE(r), x, y)) return 1;
}
return 0;
}
if(onlyslow) return;
for(b=0; b<n_buckets; b++) {
- for(r=rock_buckets[p][b]; r; r=&r->next->rock) {
+ 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