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made bang dots hit rocks, removed blast_rocks function.
[vor.git] / rocks.c
diff --git a/rocks.c b/rocks.c
index 86c76e7..5f637e0 100644 (file)
--- a/rocks.c
+++ b/rocks.c
@@ -9,25 +9,19 @@
 #include "globals.h"
 #include "mt.h"
 #include "rocks.h"
+#include "sprite.h"
 
-struct rock rocks[MAXROCKS];
-Sprite *free_rocks;
-
-Sprite **rock_buckets[2];
-int n_buckets;
-// we have two sets of buckets -- this variable tells which we are using.
-int p;
-int bw, bh;
-int grid_size;
-
+static struct rock rocks[MAXROCKS];
 static struct rock prototypes[NROCKS];
 
 // timers for rock generation.
 static float rtimers[4];
 
-uint32_t nrocks;
-float nrocks_timer;
-float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS);
+uint32_t nrocks = NORMAL_I_ROCKS;
+uint32_t initial_rocks = NORMAL_I_ROCKS;
+uint32_t final_rocks = NORMAL_F_ROCKS;
+float nrocks_timer = 0;
+float nrocks_inc_ticks = 2*60*20/(NORMAL_F_ROCKS-NORMAL_I_ROCKS);
 
 // constants for rock generation.
 #define KH (32*20)  // 32 s for a speed=1 rock to cross the screen horizontally.
@@ -35,86 +29,35 @@ float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS);
 #define RDX 2.5  // range for rock dx values (+/-)
 #define RDY 2.5  // range for rock dy values (+/-)
 
-static inline Sprite **
-bucket(int x, int y, int p)
-{
-       int b = (x+grid_size)/grid_size + bw*((y+grid_size)/grid_size);
-       return &rock_buckets[p][b];
-}
-
-void
-init_buckets(void)
-{
-       int scr_grid_w = (XSIZE+2*grid_size-1) / grid_size;
-       int scr_grid_h = (YSIZE+2*grid_size-1) / grid_size;
-       bw = 1 + scr_grid_w + 1;
-       bh = 1 + scr_grid_h + 1;
-       n_buckets = bw * bh;
-       
-       rock_buckets[0] = malloc(n_buckets * sizeof(struct rock *));
-       rock_buckets[1] = malloc(n_buckets * sizeof(struct rock *));
-       if(!rock_buckets[0] || !rock_buckets[1]) {
-               fprintf(stderr, "Can't allocate rock buckets.\n");
-               exit(1);
-       }
-       p = 0;
-}
-
-static inline void
-insert_sprite(Sprite **head, Sprite *this)
-{
-       this->next = *head;
-       *head = this;
-}
-
-static inline Sprite *
-remove_sprite(Sprite **head)
-{
-       Sprite *this = *head;
-       *head = this->next;
-       return this;
-}
-
 void
 reset_rocks(void)
 {
-       int i;
-
-       for(i=0; i<MAXROCKS; i++) rocks[i].image = NULL;
-
-       rocks[0].next = NULL;
-       for(i=1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
-       free_rocks = SPRITE(&rocks[MAXROCKS-1]);
-
-       for(i = 0; i<n_buckets; i++) {
-               rock_buckets[0][i] = NULL;
-               rock_buckets[1][i] = NULL;
-       }
-
-       nrocks = I_ROCKS;
+       nrocks = initial_rocks;
+       nrocks_inc_ticks = 2*60*20/(final_rocks-initial_rocks);
        nrocks_timer = 0;
 }
 
 #define ROCK_LEN sizeof("sprites/rockXX.png")
 
-int
-init_rocks(void)
+void
+load_rocks(void)
 {
        int i;
        char a[ROCK_LEN];
-       int maxw=0, maxh=0;
 
-       for(i = 0; i<NROCKS; i++) {
+       for(i=0; i<NROCKS; i++) {
                snprintf(a, ROCK_LEN, "sprites/rock%02d.png", i);
                load_sprite(SPRITE(&prototypes[i]), a);
-               prototypes[i].type = ROCK_SPRITE;
-               maxw = max(maxw, prototypes[i].w);
-               maxh = max(maxh, prototypes[i].h);
+               prototypes[i].sprite_type = ROCK;
+               prototypes[i].flags = MOVE|DRAW|COLLIDE;
        }
-       grid_size = max(maxw, maxh) * 3 / 2;
-       init_buckets();
+
+       memset(rocks, 0, MAXROCKS*sizeof(struct rock));
+
+       for(i=1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
+       free_sprites[ROCK] = SPRITE(&rocks[MAXROCKS-1]);
+
        reset_rocks();
-       return 0;
 }
 
 enum { LEFT, RIGHT, TOP, BOTTOM };
@@ -194,7 +137,7 @@ new_rocks(void)
        float rmin[4];
        float rmax[4];
 
-       if(nrocks < F_ROCKS) {
+       if(nrocks < final_rocks) {
                nrocks_timer += t_frame;
                if(nrocks_timer >= nrocks_inc_ticks) {
                        nrocks_timer -= nrocks_inc_ticks;
@@ -211,8 +154,8 @@ new_rocks(void)
        for(i=0; i<4; i++) {
                while(rtimers[i] >= 1) {
                        rtimers[i] -= 1;
-                       if(!free_rocks) return;  // sorry, we ran out of rocks!
-                       r = (struct rock *) remove_sprite(&free_rocks);
+                       if(!free_sprites[ROCK]) return;  // sorry, we ran out of rocks!
+                       r = (struct rock *) remove_sprite(&free_sprites[ROCK]);
                        type = urnd() % NROCKS;
                        *r = prototypes[type];
                        r->type = type;
@@ -246,143 +189,15 @@ new_rocks(void)
                                        r->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
                                        break;
                        }
-                       insert_sprite(bucket(r->x, r->y, p), SPRITE(r));
+                       add_sprite(SPRITE(r));
                }
        }
 }
 
-void
-move_rocks(void)
-{
-       int b;
-       Sprite *r, **head;
-
-       // Move all the rocks
-       for(b=0; b<n_buckets; b++) {
-               head=&rock_buckets[p][b]; r=*head;
-               while(*head) {
-                       r=*head;
-
-                       // move
-                       r->x += (r->dx - screendx)*t_frame;
-                       r->y += (r->dy - screendy)*t_frame;
-
-                       // clip it, or sort it into the other bucket set
-                       // (either way we move it out of this list).
-                       if(r->x + r->image->w < 0 || r->x >= XSIZE
-                                       || r->y + r->image->h < 0 || r->y >= YSIZE) {
-                               insert_sprite(&free_rocks, remove_sprite(head));
-                               r->image = NULL;
-                       } else insert_sprite(bucket(r->x, r->y, 1-p), remove_sprite(head));
-               }
-       }
-       p = 1-p;  // switch current set of buckets.
-}
 
 void
 draw_rocks(void)
 {
        int i;
-       SDL_Rect dest;
-
-       for(i=0; i<MAXROCKS; i++) {
-               if(!rocks[i].image) continue;
-               dest.x = rocks[i].x; dest.y = rocks[i].y;
-               SDL_BlitSurface(rocks[i].image,NULL,surf_screen,&dest);
-       }
-}
-
-int
-hit_in_bucket(Sprite *r, Sprite *s)
-{
-       for(; r; r=r->next) {
-               if(collide(r, s)) return true;
-       }
-       return false;
-}
-
-int
-hit_rocks(Sprite *s)
-{
-       int l, r, t, b;
-       Sprite **bucket;
-
-       l = (s->x + grid_size) / grid_size;
-       r = (s->x + s->w + grid_size) / grid_size;
-       t = (s->y + grid_size) / grid_size;
-       b = (s->y + s->h + grid_size) / grid_size;
-       bucket = &rock_buckets[p][l + t*bw];
-
-       if(hit_in_bucket(*bucket, s)) return true;
-       if(l > 0 && hit_in_bucket(*(bucket-1), s)) return true;
-       if(t > 0 && hit_in_bucket(*(bucket-bw), s)) return true;
-       if(l > 0 && t > 0 && hit_in_bucket(*(bucket-1-bw), s)) return true;
-
-       if(r > l) {
-               if(hit_in_bucket(*(bucket+1), s)) return true;
-               if(t > 0 && hit_in_bucket(*(bucket+1-bw), s)) return true;
-       }
-       if(b > t) {
-               if(hit_in_bucket(*(bucket+bw), s)) return true;
-               if(l > 0 && hit_in_bucket(*(bucket-1+bw), s)) return true;
-       }
-       if(r > l && b > t && hit_in_bucket(*(bucket+1+bw), s)) return true;
-       return false;
-}
-
-int
-pixel_hit_in_bucket(Sprite *r, float x, float y)
-{
-       for(; r; r=r->next) {
-               if(pixel_collide(r, x, y)) return 1;
-       }
-       return 0;
-}
-
-int
-pixel_hit_rocks(float x, float y)
-{
-       int ix, iy;
-       int l, t;
-       Sprite **bucket;
-
-       ix = x + grid_size; iy = y + grid_size;
-       l = ix / grid_size; t = iy / grid_size;
-       bucket = &rock_buckets[p][l + t*bw];
-       if(pixel_hit_in_bucket(*bucket, x, y)) return true;
-       if(l > 0 && pixel_hit_in_bucket(*(bucket-1), x, y)) return true;
-       if(t > 0 && pixel_hit_in_bucket(*(bucket-bw), x, y)) return true;
-       if(l > 0 && t > 0 && pixel_hit_in_bucket(*(bucket-1-bw), x, y)) return true;
-       return false;
-}
-
-void
-blast_rocks(float x, float y, float radius, int onlyslow)
-{
-       int b;
-       Sprite *r;
-       float dx, dy, n;
-
-       if(onlyslow) return;
-
-       for(b=0; b<n_buckets; b++) {
-               for(r=rock_buckets[p][b]; r; r=r->next) {
-                       if(r->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 && (r->dx - screendx < -4 || r->dx - screendx > 3)) continue;
-
-                       dx = r->x - x;
-                       dy = r->y - y;
-
-                       n = sqrt(dx*dx + dy*dy);
-                       if(n < radius) {
-                               n *= 15;
-                               r->dx += 54.0*dx/n;
-                               r->dy += 54.0*dy/n;
-                       }
-               }
-       }
+       for(i=0; i<MAXROCKS; i++) draw_sprite(SPRITE(&rocks[i]));
 }