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removed rock counting code
[vor.git] / rocks.c
diff --git a/rocks.c b/rocks.c
index fe66c4c..59b4016 100644 (file)
--- a/rocks.c
+++ b/rocks.c
@@ -12,8 +12,6 @@
 struct rock_struct {
        float x,y,dx,dy;
        int active;
-       int dead;  // has been blown out of the way
-                  // to make room for a new ship appearing.
        SDL_Surface *image;
        struct shape *shape;
        int type_number;
@@ -21,16 +19,30 @@ struct rock_struct {
 
 struct rock_struct rock[MAXROCKS], *rockptr = rock;
 
-float rockrate,rockspeed;
-
 SDL_Surface *surf_rock[NROCKS];
 struct shape rock_shapes[NROCKS];
 
-int countdown = 0;
+// timers for rock generation.
+float rtimers[4];
+
+int32_t rcnt, lrcnt;
+int32_t rsum, rsamples;
+float ravg;
+
+uint32_t nrocks;
+uint32_t nrocks_timer;
+uint32_t nrocks_inc_ticks = 2*60*1000/(F_ROCKS-I_ROCKS);
+
+// constants for rock generation.
+#define KH 32.0  // 32 s for a speed=1 rock to cross the screen horizontally.
+#define KV 24.0  // 24 s for a speed=1 rock to cross the screen vertically.
+#define RDX 2.5  // range for rock dx values (+/-)
+#define RDY 2.5  // range for rock dy values (+/-)
 
 float rnd(void);
 
-uint32_t area;
+#define crnd() (2*(rnd()-0.5))
+
 
 int
 init_rocks(void)
@@ -39,8 +51,6 @@ init_rocks(void)
        char a[MAX_PATH_LEN];
        SDL_Surface *temp;
 
-       area = 0;
-
        for(i = 0; i<NROCKS; i++) {
                snprintf(a,MAX_PATH_LEN,add_path("sprites/rock%02d.png"),i);
                NULLERROR(temp = IMG_Load(a));
@@ -51,76 +61,189 @@ init_rocks(void)
 }
 
 void
-new_rocks(void)
+reset_rocks(void)
 {
-       if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
-               // Possibly create a rock
-               rockptr++;
-               if(rockptr-rock >= MAXROCKS) {
-                       rockptr = rock;
-               }
-               if(!rockptr->active) {
-                       rockptr->dx = -(rockspeed)*(1 + rnd());
-                       rockptr->dy = rnd()-0.5;
-                       rockptr->type_number = random() % NROCKS;
-                       rockptr->image = surf_rock[rockptr->type_number];
-                       rockptr->shape = &rock_shapes[rockptr->type_number];
-                       rockptr->x = (float)XSIZE;
-                       rockptr->y = rnd()*(YSIZE + rockptr->image->h);
-                       rockptr->active = 1;
-                       area += rockptr->shape->area;
+       int i;
+
+       for(i = 0; i<MAXROCKS; i++) rock[i].active = 0;
+       nrocks = I_ROCKS;
+       nrocks_timer = 0;
+       rcnt = 0; lrcnt = -1;
+       rsum = 0; rsamples = 0;
+}
+
+enum { LEFT, RIGHT, TOP, BOTTOM };
+
+
+// compute the number of rocks/seccond that should be coming from each side
+
+// compute the speed ranges of rocks coming from each side
+void
+rock_sides(float *ti, float *speed_min, float *speed_max)
+{
+       float dx0,dx1, dy0,dy1;
+       float hfactor, vfactor;
+       int i;
+
+       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;
+
+       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;
+                       }
+               } 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;
                }
-               if(gamerate>0.1) {
-                       countdown = (int)(ROCKRATE/gamerate);
+       }
+       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;
+                       }
                } else {
-                       countdown = 0;
+                       // 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;
+}
+
+float
+weighted_rnd_range(float min, float max) {
+       return sqrt(min * min + rnd() * (max * max - min * min));
 }
 
 void
-move_rocks(void)
+new_rocks(void)
 {
-       int i;
+       int i,j;
+       float ti[4];
+       float rmin[4];
+       float rmax[4];
 
-       // Move all the rocks
-       for(i = 0; i < MAXROCKS; i++) {
-               if(rock[i].active) {
-                       rock[i].x += rock[i].dx*gamerate;
-                       rock[i].y += rock[i].dy*gamerate + yscroll;
-                       if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) {
-                               if(rock[i].dead) {
-                                       area -= rock[i].shape->area;
-                                       rock[i].dead = 0;
-                                       rock[i].active = 0;
-                               } else {
-                                       // wrap
-                                       rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
-                                       rock[i].y += (rock[i].dy*gamerate + yscroll) * 1.01;
-                               }
+       if(nrocks < F_ROCKS) {
+               nrocks_timer += ticks_since_last;
+               if(nrocks_timer >= nrocks_inc_ticks) {
+                       nrocks_timer -= nrocks_inc_ticks;
+                       nrocks++;
+               }
+       }
+
+       rock_sides(ti, rmin, rmax);
+
+       // 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;
+               while(rtimers[i] >= 1) {
+                       rtimers[i] -= 1;
+                       j=0;
+                       while(rockptr->active && j<MAXROCKS) {
+                               if(++rockptr - rock >= MAXROCKS) rockptr = rock;
+                               j++;
                        }
-                       if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
-                               area -= rock[i].shape->area;
-                               rock[i].active = 0;
-                               rock[i].dead = 0;
+                       if(!rockptr->active) {
+                               rockptr->type_number = random() % NROCKS;
+                               rockptr->image = surf_rock[rockptr->type_number];
+                               rockptr->shape = &rock_shapes[rockptr->type_number];
+                               switch(i) {
+                                       case RIGHT:
+                                               rockptr->x = XSIZE;
+                                               rockptr->y = rnd()*(YSIZE + rockptr->image->h);
+
+                                               rockptr->dx = -weighted_rnd_range(rmin[i], rmax[i]) + screendx;
+                                               rockptr->dy = RDY*crnd();
+                                               break;
+                                       case LEFT:
+                                               rockptr->x = -rockptr->image->w;
+                                               rockptr->y = rnd()*(YSIZE + rockptr->image->h);
+
+                                               rockptr->dx = weighted_rnd_range(rmin[i], rmax[i]) + screendx;
+                                               rockptr->dy = RDY*crnd();
+                                               break;
+                                       case BOTTOM:
+                                               rockptr->x = rnd()*(XSIZE + rockptr->image->w);
+                                               rockptr->y = YSIZE;
+
+                                               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 = RDX*crnd();
+                                               rockptr->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
+                                               break;
+                               }
+
+                               rockptr->active = 1;
+                               rcnt++;
                        }
                }
        }
 }
 
 void
-reset_rocks(void)
+move_rocks(void)
 {
        int i;
 
-       area = 0;
-       for(i = 0; i<MAXROCKS; i++ ) {
-               rock[i].active = 0;
-               rock[i].dead = 0;
+       // Move all the rocks
+       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;
+                       // clip
+                       if(rock[i].x < -rock[i].image->w || rock[i].x >= XSIZE
+                                       || rock[i].y < -rock[i].image->h || rock[i].y >= YSIZE) {
+                               rock[i].active = 0;
+                               rcnt--;
+                       }
+               }
        }
-
-       rockrate = 54.0;
-       rockspeed = 5.0;
+       /*
+       if(lrcnt == -1 && rcnt == nrocks) lrcnt = 0;
+       if(rcnt != lrcnt && lrcnt != -1) {
+               lrcnt = rcnt;
+               rsum += rcnt-nrocks; rsamples++;
+               ravg = (float) rsum / rsamples;
+               printf("%.2f%%\n", 100.0 * ravg / nrocks);
+       }
+       */
 }
 
 void
@@ -167,25 +290,24 @@ blast_rocks(float x, float y, float radius, int onlyslow)
        int i;
        float dx, dy, n;
 
+       if(onlyslow) return;
+
        for(i = 0; i<MAXROCKS; i++ ) {
                if(rock[i].x <= 0) continue;
 
                // This makes it so your explosion from dying magically doesn't leave
                // any rocks that aren't moving much on the x axis. If onlyslow is set,
                // only rocks that are barely moving will be pushed.
-               if(onlyslow && (!rock[i].dead || rock[i].dx < -4 || rock[i].dx > 3)) {
-                       continue;
-               }
+               if(onlyslow && (rock[i].dx-screendx < -4 || rock[i].dx-screendx > 3)) continue;
 
                dx = rock[i].x - x;
                dy = rock[i].y - y;
 
                n = sqrt(dx*dx + dy*dy);
                if(n < radius) {
-                       n *= 20;
-                       rock[i].dx += rockrate*(dx+30)/n;
-                       rock[i].dy += rockrate*dy/n;
-                       rock[i].dead = 1;
+                       n *= 15;
+                       rock[i].dx += 54.0*dx/n;
+                       rock[i].dy += 54.0*dy/n;
                }
        }
 }