13 struct rock rocks[MAXROCKS], *free_rocks;
15 struct rock **rock_buckets[2];
17 // we have two sets of buckets -- this variable tells which we are using.
22 SDL_Surface *surf_rock[NROCKS];
23 struct shape rock_shapes[NROCKS];
25 // timers for rock generation.
30 float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS);
32 // constants for rock generation.
33 #define KH (32*20) // 32 s for a speed=1 rock to cross the screen horizontally.
34 #define KV (24*20) // 24 s for a speed=1 rock to cross the screen vertically.
35 #define RDX 2.5 // range for rock dx values (+/-)
36 #define RDY 2.5 // range for rock dy values (+/-)
38 static inline struct rock **
39 bucket(int x, int y, int p)
41 int b = (x+grid_size)/grid_size + bw*((y+grid_size)/grid_size);
42 return &rock_buckets[p][b];
48 int scr_grid_w = (XSIZE+2*grid_size-1) / grid_size;
49 int scr_grid_h = (YSIZE+2*grid_size-1) / grid_size;
50 bw = 1 + scr_grid_w + 1;
51 bh = 1 + scr_grid_h + 1;
54 rock_buckets[0] = malloc(n_buckets * sizeof(struct rock *));
55 rock_buckets[1] = malloc(n_buckets * sizeof(struct rock *));
56 if(!rock_buckets[0] || !rock_buckets[1]) {
57 fprintf(stderr, "Can't allocate rock buckets.\n");
64 transfer_rock(struct rock *r, struct rock **from, struct rock **to)
66 *from = &r->next->rock;
67 r->next = SPRITE(*to);
76 for(i=0; i<MAXROCKS; i++) rocks[i].image = NULL;
77 rocks[0].next = NULL; free_rocks = &rocks[MAXROCKS-1];
78 for(i = 1; i<MAXROCKS; i++) rocks[i].next = SPRITE(&rocks[i-1]);
79 for(i = 0; i<n_buckets; i++) {
80 rock_buckets[0][i] = NULL;
81 rock_buckets[1][i] = NULL;
88 #define ROCK_LEN sizeof("sprites/rockXX.png")
97 for(i = 0; i<NROCKS; i++) {
98 snprintf(a, ROCK_LEN, "sprites/rock%02d.png", i);
99 NULLERROR(surf_rock[i] = load_image(a));
100 get_shape(surf_rock[i], &rock_shapes[i]);
101 maxw = max(maxw, rock_shapes[i].w);
102 maxh = max(maxh, rock_shapes[i].h);
104 grid_size = max(maxw, maxh) * 3 / 2;
110 enum { LEFT, RIGHT, TOP, BOTTOM };
113 // compute the number of rocks/tick that should be coming from each side,
114 // and the speed ranges of rocks coming from each side
116 rock_sides(float *ti, float *speed_min, float *speed_max)
118 float dx0,dx1, dy0,dy1;
119 float hfactor, vfactor;
122 for(i=0; i<4; i++) ti[i] = 0;
123 for(i=0; i<4; i++) speed_min[i] = 0;
124 for(i=0; i<4; i++) speed_max[i] = 0;
125 hfactor = (float)nrocks/KH; vfactor = (float)nrocks/KV;
127 dx0 = -RDX - screendx; dx1 = RDX - screendx;
128 dy0 = -RDY - screendy; dy1 = RDY - screendy;
131 speed_max[RIGHT] = -dx0;
133 // Rocks moving left only. So the RIGHT side of the screen
134 speed_min[RIGHT] = -dx1;
135 ti[RIGHT] = -(dx0+dx1)/2;
137 // Rocks moving left and right
138 speed_max[LEFT] = dx1;
143 // Rocks moving right only. So the LEFT side of the screen
144 speed_min[LEFT] = dx0;
145 speed_max[LEFT] = dx1;
146 ti[LEFT] = (dx0+dx1)/2;
149 ti[RIGHT] *= hfactor;
152 speed_max[BOTTOM] = -dy0;
154 // Rocks moving up only. So the BOTTOM of the screen
155 speed_min[BOTTOM] = -dy1;
156 ti[BOTTOM] = -(dy0+dy1)/2;
158 // Rocks moving up and down
159 speed_max[TOP] = dy1;
164 // Rocks moving down only. so the TOP of the screen
165 speed_min[TOP] = dy0;
166 speed_max[TOP] = dy1;
167 ti[TOP] = (dy0+dy1)/2;
170 ti[BOTTOM] *= vfactor;
174 weighted_rnd_range(float min, float max) {
175 return sqrt(min * min + frnd() * (max * max - min * min));
187 if(nrocks < F_ROCKS) {
188 nrocks_timer += t_frame;
189 if(nrocks_timer >= nrocks_inc_ticks) {
190 nrocks_timer -= nrocks_inc_ticks;
195 rock_sides(ti, rmin, rmax);
198 for(i=0; i<4; i++) rtimers[i] += ti[i]*t_frame;
202 while(rtimers[i] >= 1) {
204 if(!free_rocks) return; // sorry, we ran out of rocks!
206 r->type = urnd() % NROCKS;
207 r->image = surf_rock[r->type];
208 r->shape = &rock_shapes[r->type];
212 r->y = frnd()*(YSIZE + r->image->h);
214 r->dx = -weighted_rnd_range(rmin[i], rmax[i]) + screendx;
219 r->y = frnd()*(YSIZE + r->image->h);
221 r->dx = weighted_rnd_range(rmin[i], rmax[i]) + screendx;
225 r->x = frnd()*(XSIZE + r->image->w);
229 r->dy = -weighted_rnd_range(rmin[i], rmax[i]) + screendy;
232 r->x = frnd()*(XSIZE + r->image->w);
236 r->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
239 transfer_rock(r, &free_rocks, bucket(r->x, r->y, p));
251 // Move all the rocks
252 for(b=0; b<n_buckets; b++) {
253 head=&rock_buckets[p][b]; r=*head;
258 r->x += (r->dx - screendx)*t_frame;
259 r->y += (r->dy - screendy)*t_frame;
261 // clip it, or sort it into the other bucket set
262 // (either way we move it out of this list).
263 if(r->x + r->image->w < 0 || r->x >= XSIZE
264 || r->y + r->image->h < 0 || r->y >= YSIZE) {
265 transfer_rock(r, head, &free_rocks);
267 } else transfer_rock(r, head, bucket(r->x, r->y, 1-p));
270 p = 1-p; // switch current set of buckets.
279 for(i=0; i<MAXROCKS; i++) {
280 if(!rocks[i].image) continue;
281 dest.x = rocks[i].x; dest.y = rocks[i].y;
282 SDL_BlitSurface(rocks[i].image,NULL,surf_screen,&dest);
287 hit_in_bucket(struct rock *r, Sprite *s)
289 for(; r; r=&r->next->rock) {
290 if(collide(SPRITE(r), s)) return true;
298 struct base_sprite *sp = &s->sprite;
300 struct rock **bucket;
302 l = (sp->x + grid_size) / grid_size;
303 r = (sp->x + sp->shape->w + grid_size) / grid_size;
304 t = (sp->y + grid_size) / grid_size;
305 b = (sp->y + sp->shape->h + grid_size) / grid_size;
306 bucket = &rock_buckets[p][l + t*bw];
308 if(hit_in_bucket(*bucket, s)) return true;
309 if(l > 0 && hit_in_bucket(*(bucket-1), s)) return true;
310 if(t > 0 && hit_in_bucket(*(bucket-bw), s)) return true;
311 if(l > 0 && t > 0 && hit_in_bucket(*(bucket-1-bw), s)) return true;
314 if(hit_in_bucket(*(bucket+1), s)) return true;
315 if(t > 0 && hit_in_bucket(*(bucket+1-bw), s)) return true;
318 if(hit_in_bucket(*(bucket+bw), s)) return true;
319 if(l > 0 && hit_in_bucket(*(bucket-1+bw), s)) return true;
321 if(r > l && b > t && hit_in_bucket(*(bucket+1+bw), s)) return true;
326 pixel_hit_in_bucket(struct rock *r, float x, float y)
328 for(; r; r=&r->next->rock) {
329 if(x < r->x || y < r->y) continue;
330 if(pixel_collide(x - r->x, y - r->y, r->shape)) return 1;
336 pixel_hit_rocks(float x, float y)
340 struct rock **bucket;
342 ix = x + grid_size; iy = y + grid_size;
343 l = ix / grid_size; t = iy / grid_size;
344 bucket = &rock_buckets[p][l + t*bw];
345 if(pixel_hit_in_bucket(*bucket, x, y)) return true;
346 if(l > 0 && pixel_hit_in_bucket(*(bucket-1), x, y)) return true;
347 if(t > 0 && pixel_hit_in_bucket(*(bucket-bw), x, y)) return true;
348 if(l > 0 && t > 0 && pixel_hit_in_bucket(*(bucket-1-bw), x, y)) return true;
353 blast_rocks(float x, float y, float radius, int onlyslow)
361 for(b=0; b<n_buckets; b++) {
362 for(r=rock_buckets[p][b]; r; r=&r->next->rock) {
363 if(r->x <= 0) continue;
365 // This makes it so your explosion from dying magically doesn't leave
366 // any rocks that aren't moving much on the x axis. If onlyslow is set,
367 // only rocks that are barely moving will be pushed.
368 if(onlyslow && (r->dx - screendx < -4 || r->dx - screendx > 3)) continue;
373 n = sqrt(dx*dx + dy*dy);