- 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_struct *r, float x, float y, struct shape *shape)
-{
- for(; r; r=r->next) {
- 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)
-{
- struct rock_struct **b = bucket(x, y, p);
- int bdx = ((int)x+shape->w)/grid_size - (int)x/grid_size;
- int bdy = ((int)y+shape->h)/grid_size - (int)y/grid_size;
- if(hit_in_bucket(*b, x, y, shape)) return 1;
- if(hit_in_bucket(*(b-1), x, y, shape)) return 1;
- if(hit_in_bucket(*(b-bw), x, y, shape)) return 1;
- if(hit_in_bucket(*(b-bw-1), x, y, shape)) return 1;
-
- if(bdx) {
- if(hit_in_bucket(*(b+1), x, y, shape)) return 1;
- if(hit_in_bucket(*(b+1-bw), x, y, shape)) return 1;
- }
- if(bdy) {
- if(hit_in_bucket(*(b+bw), x, y, shape)) return 1;
- if(hit_in_bucket(*(b+bw-1), x, y, shape)) return 1;
- }
- if(bdx && bdy && hit_in_bucket(*(b+bw+1), x, y, shape)) return 1;
- return 0;
-}
-
-int
-pixel_hit_in_bucket(struct rock_struct *r, float x, float y)
-{
- for(; r; r=r->next) {
- 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)
-{
- struct rock_struct **b = bucket(x, y, p);
- if(pixel_hit_in_bucket(*b, x, y)) return 1;
- if(pixel_hit_in_bucket(*(b-1), x, y)) return 1;
- if(pixel_hit_in_bucket(*(b-bw), x, y)) return 1;
- if(pixel_hit_in_bucket(*(b-bw-1), x, y)) return 1;
- return 0;