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* rocks.c (struct rock): changed generic ones to Sprite.
[vor.git] / rocks.c
diff --git a/rocks.c b/rocks.c
index d01d794..86c76e7 100644 (file)
--- a/rocks.c
+++ b/rocks.c
 #include "mt.h"
 #include "rocks.h"
 
-struct rock rocks[MAXROCKS], *free_rocks;
+struct rock rocks[MAXROCKS];
+Sprite *free_rocks;
 
-struct rock **rock_buckets[2];
+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;
@@ -35,7 +35,7 @@ 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 **
+static inline Sprite **
 bucket(int x, int y, int p)
 {
        int b = (x+grid_size)/grid_size + bw*((y+grid_size)/grid_size);
@@ -60,12 +60,19 @@ init_buckets(void)
        p = 0;
 }
 
-void
-transfer_rock(struct rock *r, struct rock **from, struct rock **to)
+static inline void
+insert_sprite(Sprite **head, Sprite *this)
 {
-       *from = &r->next->rock;
-       r->next = SPRITE(*to);
-       *to = r;
+       this->next = *head;
+       *head = this;
+}
+
+static inline Sprite *
+remove_sprite(Sprite **head)
+{
+       Sprite *this = *head;
+       *head = this->next;
+       return this;
 }
 
 void
@@ -74,8 +81,11 @@ reset_rocks(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 = SPRITE(&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;
@@ -96,10 +106,10 @@ init_rocks(void)
 
        for(i = 0; i<NROCKS; i++) {
                snprintf(a, ROCK_LEN, "sprites/rock%02d.png", i);
-               NULLERROR(surf_rock[i] = load_image(a));
-               get_shape(surf_rock[i], &rock_shapes[i]);
-               maxw = max(maxw, rock_shapes[i].w);
-               maxh = max(maxh, rock_shapes[i].h);
+               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();
@@ -178,7 +188,7 @@ weighted_rnd_range(float min, float max) {
 void
 new_rocks(void)
 {
-       int i;
+       int i, type;
        struct rock *r;
        float ti[4];
        float rmin[4];
@@ -202,10 +212,10 @@ new_rocks(void)
                while(rtimers[i] >= 1) {
                        rtimers[i] -= 1;
                        if(!free_rocks) return;  // sorry, we ran out of rocks!
-                       r = free_rocks;
-                       r->type = urnd() % NROCKS;
-                       r->image = surf_rock[r->type];
-                       r->shape = &rock_shapes[r->type];
+                       r = (struct rock *) remove_sprite(&free_rocks);
+                       type = urnd() % NROCKS;
+                       *r = prototypes[type];
+                       r->type = type;
                        switch(i) {
                                case RIGHT:
                                        r->x = XSIZE;
@@ -236,7 +246,7 @@ new_rocks(void)
                                        r->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
                                        break;
                        }
-                       transfer_rock(r, &free_rocks, bucket(r->x, r->y, p));
+                       insert_sprite(bucket(r->x, r->y, p), SPRITE(r));
                }
        }
 }
@@ -245,8 +255,7 @@ void
 move_rocks(void)
 {
        int b;
-       struct rock **head;
-       struct rock *r;
+       Sprite *r, **head;
 
        // Move all the rocks
        for(b=0; b<n_buckets; b++) {
@@ -262,9 +271,9 @@ move_rocks(void)
                        // (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) {
-                               transfer_rock(r, head, &free_rocks);
+                               insert_sprite(&free_rocks, remove_sprite(head));
                                r->image = NULL;
-                       } else transfer_rock(r, head, bucket(r->x, r->y, 1-p));
+                       } else insert_sprite(bucket(r->x, r->y, 1-p), remove_sprite(head));
                }
        }
        p = 1-p;  // switch current set of buckets.
@@ -284,10 +293,10 @@ draw_rocks(void)
 }
 
 int
-hit_in_bucket(struct rock *r, Sprite *s)
+hit_in_bucket(Sprite *r, Sprite *s)
 {
-       for(; r; r=&r->next->rock) {
-               if(collide(SPRITE(r), s)) return true;
+       for(; r; r=r->next) {
+               if(collide(r, s)) return true;
        }
        return false;
 }
@@ -295,14 +304,13 @@ hit_in_bucket(struct rock *r, Sprite *s)
 int
 hit_rocks(Sprite *s)
 {
-       struct base_sprite *sp = &s->sprite;
        int l, r, t, b;
-       struct rock **bucket;
+       Sprite **bucket;
 
-       l = (sp->x + grid_size) / grid_size;
-       r = (sp->x + sp->shape->w + grid_size) / grid_size;
-       t = (sp->y + grid_size) / grid_size;
-       b = (sp->y + sp->shape->h + grid_size) / grid_size;
+       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;
@@ -323,11 +331,10 @@ hit_rocks(Sprite *s)
 }
 
 int
-pixel_hit_in_bucket(struct rock *r, float x, float y)
+pixel_hit_in_bucket(Sprite *r, float x, float y)
 {
-       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;
+       for(; r; r=r->next) {
+               if(pixel_collide(r, x, y)) return 1;
        }
        return 0;
 }
@@ -337,7 +344,7 @@ pixel_hit_rocks(float x, float y)
 {
        int ix, iy;
        int l, t;
-       struct rock **bucket;
+       Sprite **bucket;
 
        ix = x + grid_size; iy = y + grid_size;
        l = ix / grid_size; t = iy / grid_size;
@@ -353,13 +360,13 @@ void
 blast_rocks(float x, float y, float radius, int onlyslow)
 {
        int b;
-       struct rock *r;
+       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->rock) {
+               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