#include "globals.h"
#include "mt.h"
#include "rocks.h"
-#include "shape.h"
-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];
+Sprite *free_rocks;
-struct rock_struct rocks[MAXROCKS], *free_rocks;
-
-struct rock_struct **rock_buckets[2];
-int n_buckets, p;
+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;
-SDL_Surface *surf_rock[NROCKS];
-struct shape rock_shapes[NROCKS];
+static struct rock prototypes[NROCKS];
// timers for rock generation.
-float rtimers[4];
+static float rtimers[4];
uint32_t nrocks;
float nrocks_timer;
float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS);
// constants for rock generation.
-#define KH (32.0*20) // 32 s for a speed=1 rock to cross the screen horizontally.
-#define KV (24.0*20) // 24 s for a speed=1 rock to cross the screen vertically.
+#define KH (32*20) // 32 s for a speed=1 rock to cross the screen horizontally.
+#define KV (24*20) // 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 (+/-)
-static inline int bucket(int x, int y) { return (1+x/grid_size) + bw*(1+y/grid_size); }
+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)
{
- bw = (XSIZE+2*grid_size-1) / grid_size;
- bh = (YSIZE+2*grid_size-1) / grid_size;
+ 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_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);
p = 0;
}
-void
-sort_rock(struct rock_struct *q, struct rock_struct *r, int p)
+static inline void
+insert_sprite(Sprite **head, Sprite *this)
+{
+ this->next = *head;
+ *head = this;
+}
+
+static inline Sprite *
+remove_sprite(Sprite **head)
{
- int b = bucket(r->x, r->y);
- q->next = r->next; // remove from old list
- r->next = rock_buckets[p][b]; // insert into new list
- rock_buckets[p][b] = r;
+ Sprite *this = *head;
+ *head = this->next;
+ return this;
}
void
int i;
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];
+
+ 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_timer = 0;
}
+#define ROCK_LEN sizeof("sprites/rockXX.png")
+
int
init_rocks(void)
{
int i;
- char a[MAX_PATH_LEN];
- SDL_Surface *temp;
+ char a[ROCK_LEN];
int maxw=0, maxh=0;
for(i = 0; i<NROCKS; i++) {
- snprintf(a,MAX_PATH_LEN,add_path("sprites/rock%02d.png"),i);
- NULLERROR(temp = IMG_Load(a));
- NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
- get_shape(surf_rock[i], &rock_shapes[i]);
- maxw = max(maxw, rock_shapes[i].w);
- maxh = max(maxh, rock_shapes[i].h);
+ 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);
}
grid_size = max(maxw, maxh) * 3 / 2;
init_buckets();
void
new_rocks(void)
{
- int i;
- struct rock_struct *r;
+ int i, type;
+ struct rock *r;
float ti[4];
float rmin[4];
float rmax[4];
while(rtimers[i] >= 1) {
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 = (struct rock *) remove_sprite(&free_rocks);
+ type = urnd() % NROCKS;
+ *r = prototypes[type];
+ r->type = type;
switch(i) {
case RIGHT:
r->x = XSIZE;
r->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
break;
}
- sort_rock((struct rock_struct *)&free_rocks, r, p);
+ insert_sprite(bucket(r->x, r->y, p), SPRITE(r));
}
}
}
move_rocks(void)
{
int b;
- struct rock_struct *q,*r;
+ Sprite *r, **head;
// Move all the rocks
for(b=0; b<n_buckets; b++) {
- q=(struct rock_struct *)&rock_buckets[p][b]; r=q->next;
- while(r) {
+ 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
+ // 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) {
- q->next = r->next;
- r->next = free_rocks; free_rocks = r;
+ insert_sprite(&free_rocks, remove_sprite(head));
r->image = NULL;
- } else sort_rock(q,r,1-p);
- if(q->next == r) q = q->next;
- if(q) r = q->next; else r = NULL;
+ } else insert_sprite(bucket(r->x, r->y, 1-p), remove_sprite(head));
}
}
p = 1-p; // switch current set of buckets.
}
int
-hit_in_bucket(int b, float x, float y, struct shape *shape)
+hit_in_bucket(Sprite *r, Sprite *s)
{
- struct rock_struct *r;
+ for(; r; r=r->next) {
+ if(collide(r, s)) return true;
+ }
+ return false;
+}
- for(r=rock_buckets[p][b]; r; r=r->next) {
- if(collide(x - r->x, y - r->y, r->shape, shape)) return 1;
+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;
}
- return 0;
+ 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
-hit_rocks(float x, float y, struct shape *shape)
+pixel_hit_in_bucket(Sprite *r, float x, float y)
{
- int b = bucket(x, y);
- 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(bdx && hit_in_bucket(b+1, x, y, shape)) return 1;
- if(bdy && hit_in_bucket(b+bw, x, y, shape)) return 1;
- if(bdx && bdy && hit_in_bucket(b+bw+1, x, y, shape)) return 1;
+ for(; r; r=r->next) {
+ if(pixel_collide(r, x, y)) return 1;
+ }
return 0;
}
int
pixel_hit_rocks(float x, float y)
{
- int b;
- struct rock_struct *r;
-
- b = bucket(x, y);
- for(r=rock_buckets[p][b]; r; r=r->next) {
- if(x < r->x || y < r->y) continue;
- if(pixel_collide(x - r->x, y - r->y, r->shape)) return 1;
- }
- return 0;
+ 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;
- struct rock_struct *r;
+ Sprite *r;
float dx, dy, n;
if(onlyslow) return;