#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"
float rtimers[4];
uint32_t nrocks;
-uint32_t nrocks_timer;
-uint32_t nrocks_inc_ticks = 2*60*1000/(F_ROCKS-I_ROCKS);
+float nrocks_timer;
+float nrocks_inc_ticks = 2*60*20/(F_ROCKS-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 (32.0*20) // 32 s for a speed=1 rock to cross the screen horizontally.
+#define KV (24.0*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)
{
NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
get_shape(surf_rock[i], &rock_shapes[i]);
}
+ reset_rocks();
return 0;
}
enum { LEFT, RIGHT, TOP, BOTTOM };
-// compute the number of rocks/seccond that should be coming from each side
+// compute the number of rocks/second that should be coming from each side
// compute the speed ranges of rocks coming from each side
void
float
weighted_rnd_range(float min, float max) {
- return sqrt(min * min + rnd() * (max * max - min * min));
+ return sqrt(min * min + frnd() * (max * max - min * min));
}
void
float rmax[4];
if(nrocks < F_ROCKS) {
- nrocks_timer += ticks_since_last;
+ nrocks_timer += t_frame;
if(nrocks_timer >= nrocks_inc_ticks) {
nrocks_timer -= nrocks_inc_ticks;
nrocks++;
// loop through the four sides of the screen
for(i=0; i<4; i++) {
// see if we generate a rock for this side this frame
- rtimers[i] += ti[i]*gamerate/20;
+ rtimers[i] += ti[i]*t_frame;
while(rtimers[i] >= 1) {
rtimers[i] -= 1;
j=0;
switch(i) {
case RIGHT:
rockptr->x = XSIZE;
- rockptr->y = rnd()*(YSIZE + rockptr->image->h);
+ rockptr->y = frnd()*(YSIZE + rockptr->image->h);
rockptr->dx = -weighted_rnd_range(rmin[i], rmax[i]) + screendx;
rockptr->dy = RDY*crnd();
break;
case LEFT:
rockptr->x = -rockptr->image->w;
- rockptr->y = rnd()*(YSIZE + rockptr->image->h);
+ rockptr->y = frnd()*(YSIZE + rockptr->image->h);
rockptr->dx = weighted_rnd_range(rmin[i], rmax[i]) + screendx;
rockptr->dy = RDY*crnd();
break;
case BOTTOM:
- rockptr->x = rnd()*(XSIZE + rockptr->image->w);
+ rockptr->x = frnd()*(XSIZE + rockptr->image->w);
rockptr->y = YSIZE;
rockptr->dx = RDX*crnd();
rockptr->dy = -weighted_rnd_range(rmin[i], rmax[i]) + screendy;
break;
case TOP:
- rockptr->x = rnd()*(XSIZE + rockptr->image->w);
+ rockptr->x = frnd()*(XSIZE + rockptr->image->w);
rockptr->y = -rockptr->image->h;
rockptr->dx = RDX*crnd();
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;
+ rock[i].x += (rock[i].dx-screendx)*t_frame;
+ rock[i].y += (rock[i].dy-screendy)*t_frame;
// clip
if(rock[i].x < -rock[i].image->w || rock[i].x >= XSIZE
|| rock[i].y < -rock[i].image->h || rock[i].y >= YSIZE) {