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Moved macros and such from config.h to common.h
[vor.git] / rocks.c
diff --git a/rocks.c b/rocks.c
index 94df499..03f8671 100644 (file)
--- a/rocks.c
+++ b/rocks.c
@@ -3,6 +3,7 @@
 #include <stdlib.h>
 #include <string.h>
 
+#include "common.h"
 #include "config.h"
 #include "file.h"
 #include "globals.h"
@@ -69,7 +70,7 @@ reset_rocks(void)
 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
@@ -82,53 +83,49 @@ rock_sides(float *ti, float *speed_min, float *speed_max)
        for(i=0; i<4; i++) ti[i] = 0;
        for(i=0; i<4; i++) speed_min[i] = 0;
        for(i=0; i<4; i++) speed_max[i] = 0;
-       hfactor = nrocks/KH; vfactor = nrocks/KV;
+       hfactor = (float)nrocks/KH; vfactor = (float)nrocks/KV;
 
        dx0 = -RDX - screendx; dx1 = RDX - screendx;
        dy0 = -RDY - screendy; dy1 = RDY - screendy;
 
-       if(dx0 != 0) {
-               if(dx0 < 0) {
-                       speed_max[RIGHT] = -dx0;
-                       if(dx1 < 0) {
-                               // Rocks moving left only. So the RIGHT side of the screen
-                               speed_min[RIGHT] = -dx1;
-                               ti[RIGHT] = -(dx0+dx1)/2;
-                       } else {
-                               // Rocks moving left and right
-                               speed_max[LEFT] = dx1;
-                               ti[RIGHT] = -dx0/2;
-                               ti[LEFT] = dx1/2;
-                       }
+       if(dx0 < 0) {
+               speed_max[RIGHT] = -dx0;
+               if(dx1 < 0) {
+                       // Rocks moving left only. So the RIGHT side of the screen
+                       speed_min[RIGHT] = -dx1;
+                       ti[RIGHT] = -(dx0+dx1)/2;
                } else {
-                       // Rocks moving right only. So the LEFT side of the screen
-                       speed_min[LEFT] = dx0;
+                       // Rocks moving left and right
                        speed_max[LEFT] = dx1;
-                       ti[LEFT] = (dx0+dx1)/2;
+                       ti[RIGHT] = -dx0/2;
+                       ti[LEFT] = dx1/2;
                }
+       } else {
+               // Rocks moving right only. So the LEFT side of the screen
+               speed_min[LEFT] = dx0;
+               speed_max[LEFT] = dx1;
+               ti[LEFT] = (dx0+dx1)/2;
        }
        ti[LEFT] *= hfactor;
        ti[RIGHT] *= hfactor;
 
-       if(dy0 != 0) {
-               if(dy0 < 0) {
-                       speed_max[BOTTOM] = -dy0;
-                       if(dy1 < 0) {
-                               // Rocks moving up only. So the BOTTOM of the screen
-                               speed_min[BOTTOM] = -dy1;
-                               ti[BOTTOM] = -(dy0+dy1)/2;
-                       } else {
-                               // Rocks moving up and down
-                               speed_max[TOP] = dy1;
-                               ti[BOTTOM] = -dy0/2;
-                               ti[TOP] = dy1/2;
-                       }
+       if(dy0 < 0) {
+               speed_max[BOTTOM] = -dy0;
+               if(dy1 < 0) {
+                       // Rocks moving up only. So the BOTTOM of the screen
+                       speed_min[BOTTOM] = -dy1;
+                       ti[BOTTOM] = -(dy0+dy1)/2;
                } else {
-                       // Rocks moving down only. so the TOP of the screen
-                       speed_min[TOP] = dy0;
+                       // Rocks moving up and down
                        speed_max[TOP] = dy1;
-                       ti[TOP] = (dy0+dy1)/2;
+                       ti[BOTTOM] = -dy0/2;
+                       ti[TOP] = dy1/2;
                }
+       } else {
+               // Rocks moving down only. so the TOP of the screen
+               speed_min[TOP] = dy0;
+               speed_max[TOP] = dy1;
+               ti[TOP] = (dy0+dy1)/2;
        }
        ti[TOP] *= vfactor;
        ti[BOTTOM] *= vfactor;
@@ -160,7 +157,7 @@ new_rocks(void)
        // 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]*framelen/20;
                while(rtimers[i] >= 1) {
                        rtimers[i] -= 1;
                        j=0;
@@ -191,14 +188,14 @@ new_rocks(void)
                                                rockptr->x = rnd()*(XSIZE + rockptr->image->w);
                                                rockptr->y = YSIZE;
 
-                                               rockptr->dx = RDY*crnd();
+                                               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->y = -rockptr->image->h;
 
-                                               rockptr->dx = RDY*crnd();
+                                               rockptr->dx = RDX*crnd();
                                                rockptr->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
                                                break;
                                }
@@ -218,8 +215,8 @@ move_rocks(void)
        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)*framelen;
+                       rock[i].y += (rock[i].dy-screendy)*framelen;
                        // clip
                        if(rock[i].x < -rock[i].image->w || rock[i].x >= XSIZE
                                        || rock[i].y < -rock[i].image->h || rock[i].y >= YSIZE) {