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refactoring towards sprites, updated todo
[vor.git] / rocks.c
diff --git a/rocks.c b/rocks.c
index 0a71ebf..82f29bf 100644 (file)
--- a/rocks.c
+++ b/rocks.c
 
 SDL_Surface *load_image(char *filename);
 
-struct rock_struct {
-       struct rock_struct *next;
-       float x,y,dx,dy;
-       SDL_Surface *image;
-       struct shape *shape;
-       int type_number;
-}; 
+struct rock rocks[MAXROCKS], *free_rocks;
 
-struct rock_struct rocks[MAXROCKS], *free_rocks;
-
-struct rock_struct **rock_buckets[2];
+struct rock **rock_buckets[2];
 int n_buckets;
 // we have two sets of buckets -- this variable tells which we are using.
 int p;
@@ -46,10 +38,10 @@ 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 struct rock_struct **
+static inline struct rock **
 bucket(int x, int y, int p)
 {
-       int b = (1+x/grid_size) + bw*(1+y/grid_size);
+       int b = (x+grid_size)/grid_size + bw*((y+grid_size)/grid_size);
        return &rock_buckets[p][b];
 }
 
@@ -62,8 +54,8 @@ init_buckets(void)
        bh = 1 + scr_grid_h + 1;
        n_buckets = bw * bh;
        
-       rock_buckets[0] = malloc(n_buckets * sizeof(struct rock_struct *));
-       rock_buckets[1] = malloc(n_buckets * sizeof(struct rock_struct *));
+       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);
@@ -72,10 +64,10 @@ init_buckets(void)
 }
 
 void
-transfer_rock(struct rock_struct *r, struct rock_struct **from, struct rock_struct **to)
+transfer_rock(struct rock *r, struct rock **from, struct rock **to)
 {
-       *from = r->next;
-       r->next = *to;
+       *from = &r->next->rock;
+       r->next = SPRITE(*to);
        *to = r;
 }
 
@@ -86,7 +78,7 @@ reset_rocks(void)
 
        for(i=0; i<MAXROCKS; i++) rocks[i].image = NULL;
        rocks[0].next = NULL; free_rocks = &rocks[MAXROCKS-1];
-       for(i = 1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
+       for(i = 1; i<MAXROCKS; i++) rocks[i].next = SPRITE(&rocks[i-1]);
        for(i = 0; i<n_buckets; i++) {
                rock_buckets[0][i] = NULL;
                rock_buckets[1][i] = NULL;
@@ -190,7 +182,7 @@ void
 new_rocks(void)
 {
        int i;
-       struct rock_struct *r;
+       struct rock *r;
        float ti[4];
        float rmin[4];
        float rmax[4];
@@ -214,9 +206,9 @@ new_rocks(void)
                        rtimers[i] -= 1;
                        if(!free_rocks) return;  // sorry, we ran out of rocks!
                        r = free_rocks;
-                       r->type_number = urnd() % NROCKS;
-                       r->image = surf_rock[r->type_number];
-                       r->shape = &rock_shapes[r->type_number];
+                       r->type = urnd() % NROCKS;
+                       r->image = surf_rock[r->type];
+                       r->shape = &rock_shapes[r->type];
                        switch(i) {
                                case RIGHT:
                                        r->x = XSIZE;
@@ -256,8 +248,8 @@ void
 move_rocks(void)
 {
        int b;
-       struct rock_struct **head;
-       struct rock_struct *r;
+       struct rock **head;
+       struct rock *r;
 
        // Move all the rocks
        for(b=0; b<n_buckets; b++) {
@@ -269,7 +261,7 @@ move_rocks(void)
                        r->x += (r->dx - screendx)*t_frame;
                        r->y += (r->dy - screendy)*t_frame;
 
-                       // clip or resort into other bucket set
+                       // 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) {
@@ -295,9 +287,9 @@ draw_rocks(void)
 }
 
 int
-hit_in_bucket(struct rock_struct *r, float x, float y, struct shape *shape)
+hit_in_bucket(struct rock *r, float x, float y, struct shape *shape)
 {
-       for(; r; r=r->next) {
+       for(; r; r=&r->next->rock) {
                if(collide(x - r->x, y - r->y, r->shape, shape)) return 1;
        }
        return 0;
@@ -306,30 +298,36 @@ hit_in_bucket(struct rock_struct *r, float x, float y, struct shape *shape)
 int
 hit_rocks(float x, float y, struct shape *shape)
 {
-       struct rock_struct **b = bucket(x, y, p);
-       int bdx = ((int)x+shape->w)/grid_size - (int)x/grid_size;
-       int bdy = ((int)y+shape->h)/grid_size - (int)y/grid_size;
-       if(hit_in_bucket(*b, x, y, shape)) return 1;
-       if(hit_in_bucket(*(b-1), x, y, shape)) return 1;
-       if(hit_in_bucket(*(b-bw), x, y, shape)) return 1;
-       if(hit_in_bucket(*(b-bw-1), x, y, shape)) return 1;
-
-       if(bdx) {
-               if(hit_in_bucket(*(b+1), x, y, shape)) return 1;
-               if(hit_in_bucket(*(b+1-bw), x, y, shape)) return 1;
+       int ix, iy;
+       int l, r, t, b;
+       struct rock **bucket;
+
+       ix = x + grid_size; iy = y + grid_size;
+       l = ix / grid_size; r = (ix+shape->w)/grid_size;
+       t = iy / grid_size; b = (iy+shape->h)/grid_size;
+       bucket = &rock_buckets[p][l + t*bw];
+
+       if(hit_in_bucket(*bucket, x, y, shape)) return true;
+       if(l > 0 && hit_in_bucket(*(bucket-1), x, y, shape)) return true;
+       if(t > 0 && hit_in_bucket(*(bucket-bw), x, y, shape)) return true;
+       if(l > 0 && t > 0 && hit_in_bucket(*(bucket-1-bw), x, y, shape)) return true;
+
+       if(r > l) {
+               if(hit_in_bucket(*(bucket+1), x, y, shape)) return true;
+               if(t > 0 && hit_in_bucket(*(bucket+1-bw), x, y, shape)) return true;
        }
-       if(bdy) {
-               if(hit_in_bucket(*(b+bw), x, y, shape)) return 1;
-               if(hit_in_bucket(*(b+bw-1), x, y, shape)) return 1;
+       if(b > t) {
+               if(hit_in_bucket(*(bucket+bw), x, y, shape)) return true;
+               if(l > 0 && hit_in_bucket(*(bucket-1+bw), x, y, shape)) return true;
        }
-       if(bdx && bdy && hit_in_bucket(*(b+bw+1), x, y, shape)) return 1;
-       return 0;
+       if(r > l && b > t && hit_in_bucket(*(bucket+1+bw), x, y, shape)) return true;
+       return false;
 }
 
 int
-pixel_hit_in_bucket(struct rock_struct *r, float x, float y)
+pixel_hit_in_bucket(struct rock *r, float x, float y)
 {
-       for(; r; r=r->next) {
+       for(; r; r=&r->next->rock) {
                if(x < r->x || y < r->y) continue;
                if(pixel_collide(x - r->x, y - r->y, r->shape)) return 1;
        }
@@ -339,25 +337,31 @@ pixel_hit_in_bucket(struct rock_struct *r, float x, float y)
 int
 pixel_hit_rocks(float x, float y)
 {
-       struct rock_struct **b = bucket(x, y, p);
-       if(pixel_hit_in_bucket(*b, x, y)) return 1;
-       if(pixel_hit_in_bucket(*(b-1), x, y)) return 1;
-       if(pixel_hit_in_bucket(*(b-bw), x, y)) return 1;
-       if(pixel_hit_in_bucket(*(b-bw-1), x, y)) return 1;
-       return 0;
+       int ix, iy;
+       int l, t;
+       struct rock **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;
-       struct rock_struct *r;
+       struct rock *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) {
+               for(r=rock_buckets[p][b]; r; r=&r->next->rock) {
                        if(r->x <= 0) continue;
 
                        // This makes it so your explosion from dying magically doesn't leave