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[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
13 SDL_Surface *load_image(char *filename);
14
15 struct rock rocks[MAXROCKS], *free_rocks;
16
17 struct rock **rock_buckets[2];
18 int n_buckets;
19 // we have two sets of buckets -- this variable tells which we are using.
20 int p;
21 int bw, bh;
22 int grid_size;
23
24 SDL_Surface *surf_rock[NROCKS];
25 struct shape rock_shapes[NROCKS];
26
27 // timers for rock generation.
28 float rtimers[4];
29
30 uint32_t nrocks;
31 float nrocks_timer;
32 float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS);
33
34 // constants for rock generation.
35 #define KH (32*20)  // 32 s for a speed=1 rock to cross the screen horizontally.
36 #define KV (24*20)  // 24 s for a speed=1 rock to cross the screen vertically.
37 #define RDX 2.5  // range for rock dx values (+/-)
38 #define RDY 2.5  // range for rock dy values (+/-)
39
40 static inline struct rock **
41 bucket(int x, int y, int p)
42 {
43         int b = (x+grid_size)/grid_size + bw*((y+grid_size)/grid_size);
44         return &rock_buckets[p][b];
45 }
46
47 void
48 init_buckets(void)
49 {
50         int scr_grid_w = (XSIZE+2*grid_size-1) / grid_size;
51         int scr_grid_h = (YSIZE+2*grid_size-1) / grid_size;
52         bw = 1 + scr_grid_w + 1;
53         bh = 1 + scr_grid_h + 1;
54         n_buckets = bw * bh;
55         
56         rock_buckets[0] = malloc(n_buckets * sizeof(struct rock *));
57         rock_buckets[1] = malloc(n_buckets * sizeof(struct rock *));
58         if(!rock_buckets[0] || !rock_buckets[1]) {
59                 fprintf(stderr, "Can't allocate rock buckets.\n");
60                 exit(1);
61         }
62         p = 0;
63 }
64
65 void
66 transfer_rock(struct rock *r, struct rock **from, struct rock **to)
67 {
68         *from = &r->next->rock;
69         r->next = SPRITE(*to);
70         *to = r;
71 }
72
73 void
74 reset_rocks(void)
75 {
76         int i;
77
78         for(i=0; i<MAXROCKS; i++) rocks[i].image = NULL;
79         rocks[0].next = NULL; free_rocks = &rocks[MAXROCKS-1];
80         for(i = 1; i<MAXROCKS; i++) rocks[i].next = SPRITE(&rocks[i-1]);
81         for(i = 0; i<n_buckets; i++) {
82                 rock_buckets[0][i] = NULL;
83                 rock_buckets[1][i] = NULL;
84         }
85
86         nrocks = I_ROCKS;
87         nrocks_timer = 0;
88 }
89
90 #define ROCK_LEN sizeof("sprites/rockXX.png")
91
92 int
93 init_rocks(void)
94 {
95         int i;
96         char a[ROCK_LEN];
97         int maxw=0, maxh=0;
98
99         for(i = 0; i<NROCKS; i++) {
100                 snprintf(a, ROCK_LEN, "sprites/rock%02d.png", i);
101                 NULLERROR(surf_rock[i] = load_image(a));
102                 get_shape(surf_rock[i], &rock_shapes[i]);
103                 maxw = max(maxw, rock_shapes[i].w);
104                 maxh = max(maxh, rock_shapes[i].h);
105         }
106         grid_size = max(maxw, maxh) * 3 / 2;
107         init_buckets();
108         reset_rocks();
109         return 0;
110 }
111
112 enum { LEFT, RIGHT, TOP, BOTTOM };
113
114
115 // compute the number of rocks/tick that should be coming from each side,
116 // and the speed ranges of rocks coming from each side
117 void
118 rock_sides(float *ti, float *speed_min, float *speed_max)
119 {
120         float dx0,dx1, dy0,dy1;
121         float hfactor, vfactor;
122         int i;
123
124         for(i=0; i<4; i++) ti[i] = 0;
125         for(i=0; i<4; i++) speed_min[i] = 0;
126         for(i=0; i<4; i++) speed_max[i] = 0;
127         hfactor = (float)nrocks/KH; vfactor = (float)nrocks/KV;
128
129         dx0 = -RDX - screendx; dx1 = RDX - screendx;
130         dy0 = -RDY - screendy; dy1 = RDY - screendy;
131
132         if(dx0 < 0) {
133                 speed_max[RIGHT] = -dx0;
134                 if(dx1 < 0) {
135                         // Rocks moving left only. So the RIGHT side of the screen
136                         speed_min[RIGHT] = -dx1;
137                         ti[RIGHT] = -(dx0+dx1)/2;
138                 } else {
139                         // Rocks moving left and right
140                         speed_max[LEFT] = dx1;
141                         ti[RIGHT] = -dx0/2;
142                         ti[LEFT] = dx1/2;
143                 }
144         } else {
145                 // Rocks moving right only. So the LEFT side of the screen
146                 speed_min[LEFT] = dx0;
147                 speed_max[LEFT] = dx1;
148                 ti[LEFT] = (dx0+dx1)/2;
149         }
150         ti[LEFT] *= hfactor;
151         ti[RIGHT] *= hfactor;
152
153         if(dy0 < 0) {
154                 speed_max[BOTTOM] = -dy0;
155                 if(dy1 < 0) {
156                         // Rocks moving up only. So the BOTTOM of the screen
157                         speed_min[BOTTOM] = -dy1;
158                         ti[BOTTOM] = -(dy0+dy1)/2;
159                 } else {
160                         // Rocks moving up and down
161                         speed_max[TOP] = dy1;
162                         ti[BOTTOM] = -dy0/2;
163                         ti[TOP] = dy1/2;
164                 }
165         } else {
166                 // Rocks moving down only. so the TOP of the screen
167                 speed_min[TOP] = dy0;
168                 speed_max[TOP] = dy1;
169                 ti[TOP] = (dy0+dy1)/2;
170         }
171         ti[TOP] *= vfactor;
172         ti[BOTTOM] *= vfactor;
173 }
174
175 float
176 weighted_rnd_range(float min, float max) {
177         return sqrt(min * min + frnd() * (max * max - min * min));
178 }
179
180 void
181 new_rocks(void)
182 {
183         int i;
184         struct rock *r;
185         float ti[4];
186         float rmin[4];
187         float rmax[4];
188
189         if(nrocks < F_ROCKS) {
190                 nrocks_timer += t_frame;
191                 if(nrocks_timer >= nrocks_inc_ticks) {
192                         nrocks_timer -= nrocks_inc_ticks;
193                         nrocks++;
194                 }
195         }
196
197         rock_sides(ti, rmin, rmax);
198
199         // increment timers
200         for(i=0; i<4; i++) rtimers[i] += ti[i]*t_frame;
201
202         // generate rocks
203         for(i=0; i<4; i++) {
204                 while(rtimers[i] >= 1) {
205                         rtimers[i] -= 1;
206                         if(!free_rocks) return;  // sorry, we ran out of rocks!
207                         r = free_rocks;
208                         r->type = urnd() % NROCKS;
209                         r->image = surf_rock[r->type];
210                         r->shape = &rock_shapes[r->type];
211                         switch(i) {
212                                 case RIGHT:
213                                         r->x = XSIZE;
214                                         r->y = frnd()*(YSIZE + r->image->h);
215
216                                         r->dx = -weighted_rnd_range(rmin[i], rmax[i]) + screendx;
217                                         r->dy = RDY*crnd();
218                                         break;
219                                 case LEFT:
220                                         r->x = -r->image->w;
221                                         r->y = frnd()*(YSIZE + r->image->h);
222
223                                         r->dx = weighted_rnd_range(rmin[i], rmax[i]) + screendx;
224                                         r->dy = RDY*crnd();
225                                         break;
226                                 case BOTTOM:
227                                         r->x = frnd()*(XSIZE + r->image->w);
228                                         r->y = YSIZE;
229
230                                         r->dx = RDX*crnd();
231                                         r->dy = -weighted_rnd_range(rmin[i], rmax[i]) + screendy;
232                                         break;
233                                 case TOP:
234                                         r->x = frnd()*(XSIZE + r->image->w);
235                                         r->y = -r->image->h;
236
237                                         r->dx = RDX*crnd();
238                                         r->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
239                                         break;
240                         }
241                         transfer_rock(r, &free_rocks, bucket(r->x, r->y, p));
242                 }
243         }
244 }
245
246 void
247 move_rocks(void)
248 {
249         int b;
250         struct rock **head;
251         struct rock *r;
252
253         // Move all the rocks
254         for(b=0; b<n_buckets; b++) {
255                 head=&rock_buckets[p][b]; r=*head;
256                 while(*head) {
257                         r=*head;
258
259                         // move
260                         r->x += (r->dx - screendx)*t_frame;
261                         r->y += (r->dy - screendy)*t_frame;
262
263                         // clip it, or sort it into the other bucket set
264                         // (either way we move it out of this list).
265                         if(r->x + r->image->w < 0 || r->x >= XSIZE
266                                         || r->y + r->image->h < 0 || r->y >= YSIZE) {
267                                 transfer_rock(r, head, &free_rocks);
268                                 r->image = NULL;
269                         } else transfer_rock(r, head, bucket(r->x, r->y, 1-p));
270                 }
271         }
272         p = 1-p;  // switch current set of buckets.
273 }
274
275 void
276 draw_rocks(void)
277 {
278         int i;
279         SDL_Rect dest;
280
281         for(i=0; i<MAXROCKS; i++) {
282                 if(!rocks[i].image) continue;
283                 dest.x = rocks[i].x; dest.y = rocks[i].y;
284                 SDL_BlitSurface(rocks[i].image,NULL,surf_screen,&dest);
285         }
286 }
287
288 int
289 hit_in_bucket(struct rock *r, float x, float y, struct shape *shape)
290 {
291         for(; r; r=&r->next->rock) {
292                 if(collide(x - r->x, y - r->y, r->shape, shape)) return 1;
293         }
294         return 0;
295 }
296
297 int
298 hit_rocks(float x, float y, struct shape *shape)
299 {
300         int ix, iy;
301         int l, r, t, b;
302         struct rock **bucket;
303
304         ix = x + grid_size; iy = y + grid_size;
305         l = ix / grid_size; r = (ix+shape->w)/grid_size;
306         t = iy / grid_size; b = (iy+shape->h)/grid_size;
307         bucket = &rock_buckets[p][l + t*bw];
308
309         if(hit_in_bucket(*bucket, x, y, shape)) return true;
310         if(l > 0 && hit_in_bucket(*(bucket-1), x, y, shape)) return true;
311         if(t > 0 && hit_in_bucket(*(bucket-bw), x, y, shape)) return true;
312         if(l > 0 && t > 0 && hit_in_bucket(*(bucket-1-bw), x, y, shape)) return true;
313
314         if(r > l) {
315                 if(hit_in_bucket(*(bucket+1), x, y, shape)) return true;
316                 if(t > 0 && hit_in_bucket(*(bucket+1-bw), x, y, shape)) return true;
317         }
318         if(b > t) {
319                 if(hit_in_bucket(*(bucket+bw), x, y, shape)) return true;
320                 if(l > 0 && hit_in_bucket(*(bucket-1+bw), x, y, shape)) return true;
321         }
322         if(r > l && b > t && hit_in_bucket(*(bucket+1+bw), x, y, shape)) return true;
323         return false;
324 }
325
326 int
327 pixel_hit_in_bucket(struct rock *r, float x, float y)
328 {
329         for(; r; r=&r->next->rock) {
330                 if(x < r->x || y < r->y) continue;
331                 if(pixel_collide(x - r->x, y - r->y, r->shape)) return 1;
332         }
333         return 0;
334 }
335
336 int
337 pixel_hit_rocks(float x, float y)
338 {
339         int ix, iy;
340         int l, t;
341         struct rock **bucket;
342
343         ix = x + grid_size; iy = y + grid_size;
344         l = ix / grid_size; t = iy / grid_size;
345         bucket = &rock_buckets[p][l + t*bw];
346         if(pixel_hit_in_bucket(*bucket, x, y)) return true;
347         if(l > 0 && pixel_hit_in_bucket(*(bucket-1), x, y)) return true;
348         if(t > 0 && pixel_hit_in_bucket(*(bucket-bw), x, y)) return true;
349         if(l > 0 && t > 0 && pixel_hit_in_bucket(*(bucket-1-bw), x, y)) return true;
350         return false;
351 }
352
353 void
354 blast_rocks(float x, float y, float radius, int onlyslow)
355 {
356         int b;
357         struct rock *r;
358         float dx, dy, n;
359
360         if(onlyslow) return;
361
362         for(b=0; b<n_buckets; b++) {
363                 for(r=rock_buckets[p][b]; r; r=&r->next->rock) {
364                         if(r->x <= 0) continue;
365
366                         // This makes it so your explosion from dying magically doesn't leave
367                         // any rocks that aren't moving much on the x axis. If onlyslow is set,
368                         // only rocks that are barely moving will be pushed.
369                         if(onlyslow && (r->dx - screendx < -4 || r->dx - screendx > 3)) continue;
370
371                         dx = r->x - x;
372                         dy = r->y - y;
373
374                         n = sqrt(dx*dx + dy*dy);
375                         if(n < radius) {
376                                 n *= 15;
377                                 r->dx += 54.0*dx/n;
378                                 r->dy += 54.0*dy/n;
379                         }
380                 }
381         }
382 }