#include "globals.h"
#include "mt.h"
#include "rocks.h"
-#include "shape.h"
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;
#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];
}
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);
}
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;
}
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;
new_rocks(void)
{
int i;
- struct rock_struct *r;
+ struct rock *r;
float ti[4];
float rmin[4];
float rmax[4];
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;
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++) {
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) {
}
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;
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;
}
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