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renamed *_SPRITE to *, made rocks bounce off each other.
[vor.git] / rocks.c
1 #include <SDL_image.h>
2 #include <math.h>
3 #include <stdlib.h>
4 #include <string.h>
5
6 #include "common.h"
7 #include "config.h"
8 #include "file.h"
9 #include "globals.h"
10 #include "mt.h"
11 #include "rocks.h"
12 #include "sprite.h"
13
14 static struct rock rocks[MAXROCKS];
15 static struct rock prototypes[NROCKS];
16
17 // timers for rock generation.
18 static float rtimers[4];
19
20 uint32_t nrocks = I_ROCKS;
21 float nrocks_timer = 0;
22 float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS);
23
24 // constants for rock generation.
25 #define KH (32*20)  // 32 s for a speed=1 rock to cross the screen horizontally.
26 #define KV (24*20)  // 24 s for a speed=1 rock to cross the screen vertically.
27 #define RDX 2.5  // range for rock dx values (+/-)
28 #define RDY 2.5  // range for rock dy values (+/-)
29
30 void
31 reset_rocks(void)
32 {
33         nrocks = I_ROCKS;
34         nrocks_timer = 0;
35 }
36
37 #define ROCK_LEN sizeof("sprites/rockXX.png")
38
39 void
40 load_rocks(void)
41 {
42         int i;
43         char a[ROCK_LEN];
44
45         for(i=0; i<NROCKS; i++) {
46                 snprintf(a, ROCK_LEN, "sprites/rock%02d.png", i);
47                 load_sprite(SPRITE(&prototypes[i]), a);
48                 prototypes[i].sprite_type = ROCK;
49         }
50
51         memset(rocks, 0, MAXROCKS*sizeof(struct rock));
52
53         for(i=1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
54         free_sprites[ROCK] = SPRITE(&rocks[MAXROCKS-1]);
55
56         reset_rocks();
57 }
58
59 enum { LEFT, RIGHT, TOP, BOTTOM };
60
61
62 // compute the number of rocks/tick that should be coming from each side,
63 // and the speed ranges of rocks coming from each side
64 void
65 rock_sides(float *ti, float *speed_min, float *speed_max)
66 {
67         float dx0,dx1, dy0,dy1;
68         float hfactor, vfactor;
69         int i;
70
71         for(i=0; i<4; i++) ti[i] = 0;
72         for(i=0; i<4; i++) speed_min[i] = 0;
73         for(i=0; i<4; i++) speed_max[i] = 0;
74         hfactor = (float)nrocks/KH; vfactor = (float)nrocks/KV;
75
76         dx0 = -RDX - screendx; dx1 = RDX - screendx;
77         dy0 = -RDY - screendy; dy1 = RDY - screendy;
78
79         if(dx0 < 0) {
80                 speed_max[RIGHT] = -dx0;
81                 if(dx1 < 0) {
82                         // Rocks moving left only. So the RIGHT side of the screen
83                         speed_min[RIGHT] = -dx1;
84                         ti[RIGHT] = -(dx0+dx1)/2;
85                 } else {
86                         // Rocks moving left and right
87                         speed_max[LEFT] = dx1;
88                         ti[RIGHT] = -dx0/2;
89                         ti[LEFT] = dx1/2;
90                 }
91         } else {
92                 // Rocks moving right only. So the LEFT side of the screen
93                 speed_min[LEFT] = dx0;
94                 speed_max[LEFT] = dx1;
95                 ti[LEFT] = (dx0+dx1)/2;
96         }
97         ti[LEFT] *= hfactor;
98         ti[RIGHT] *= hfactor;
99
100         if(dy0 < 0) {
101                 speed_max[BOTTOM] = -dy0;
102                 if(dy1 < 0) {
103                         // Rocks moving up only. So the BOTTOM of the screen
104                         speed_min[BOTTOM] = -dy1;
105                         ti[BOTTOM] = -(dy0+dy1)/2;
106                 } else {
107                         // Rocks moving up and down
108                         speed_max[TOP] = dy1;
109                         ti[BOTTOM] = -dy0/2;
110                         ti[TOP] = dy1/2;
111                 }
112         } else {
113                 // Rocks moving down only. so the TOP of the screen
114                 speed_min[TOP] = dy0;
115                 speed_max[TOP] = dy1;
116                 ti[TOP] = (dy0+dy1)/2;
117         }
118         ti[TOP] *= vfactor;
119         ti[BOTTOM] *= vfactor;
120 }
121
122 float
123 weighted_rnd_range(float min, float max) {
124         return sqrt(min * min + frnd() * (max * max - min * min));
125 }
126
127 void
128 new_rocks(void)
129 {
130         int i, type;
131         struct rock *r;
132         float ti[4];
133         float rmin[4];
134         float rmax[4];
135
136         if(nrocks < F_ROCKS) {
137                 nrocks_timer += t_frame;
138                 if(nrocks_timer >= nrocks_inc_ticks) {
139                         nrocks_timer -= nrocks_inc_ticks;
140                         nrocks++;
141                 }
142         }
143
144         rock_sides(ti, rmin, rmax);
145
146         // increment timers
147         for(i=0; i<4; i++) rtimers[i] += ti[i]*t_frame;
148
149         // generate rocks
150         for(i=0; i<4; i++) {
151                 while(rtimers[i] >= 1) {
152                         rtimers[i] -= 1;
153                         if(!free_sprites[ROCK]) return;  // sorry, we ran out of rocks!
154                         r = (struct rock *) remove_sprite(&free_sprites[ROCK]);
155                         type = urnd() % NROCKS;
156                         *r = prototypes[type];
157                         r->type = type;
158                         switch(i) {
159                                 case RIGHT:
160                                         r->x = XSIZE;
161                                         r->y = frnd()*(YSIZE + r->image->h);
162
163                                         r->dx = -weighted_rnd_range(rmin[i], rmax[i]) + screendx;
164                                         r->dy = RDY*crnd();
165                                         break;
166                                 case LEFT:
167                                         r->x = -r->image->w;
168                                         r->y = frnd()*(YSIZE + r->image->h);
169
170                                         r->dx = weighted_rnd_range(rmin[i], rmax[i]) + screendx;
171                                         r->dy = RDY*crnd();
172                                         break;
173                                 case BOTTOM:
174                                         r->x = frnd()*(XSIZE + r->image->w);
175                                         r->y = YSIZE;
176
177                                         r->dx = RDX*crnd();
178                                         r->dy = -weighted_rnd_range(rmin[i], rmax[i]) + screendy;
179                                         break;
180                                 case TOP:
181                                         r->x = frnd()*(XSIZE + r->image->w);
182                                         r->y = -r->image->h;
183
184                                         r->dx = RDX*crnd();
185                                         r->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
186                                         break;
187                         }
188                         add_sprite(SPRITE(r));
189                 }
190         }
191 }
192
193
194 void
195 draw_rocks(void)
196 {
197         int i;
198         for(i=0; i<MAXROCKS; i++) draw_sprite(SPRITE(&rocks[i]));
199 }
200
201 void
202 blast_rocks(float x, float y, float radius)
203 {
204         int i;
205         Sprite *r;
206         float dx, dy, n;
207
208         for(i=0; i<MAXROCKS; i++) {
209                 if(rocks[i].sprite_type == NONE) continue;
210                 r = SPRITE(&rocks[i]);
211                 if(r->x <= 0) continue;
212
213                 dx = r->x - x;
214                 dy = r->y - y;
215
216                 n = sqrt(dx*dx + dy*dy);
217                 if(n < radius) {
218                         n *= 15;
219                         r->dx += 54.0*dx/n;
220                         r->dy += 54.0*dy/n;
221                 }
222         }
223 }