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[vor.git] / rocks.c
diff --git a/rocks.c b/rocks.c
index 7de0c2f..ed98cac 100644 (file)
--- a/rocks.c
+++ b/rocks.c
 #include <stdlib.h>
 #include <string.h>
 
+#include "common.h"
 #include "config.h"
 #include "file.h"
 #include "globals.h"
+#include "mt.h"
 #include "rocks.h"
-#include "shape.h"
+#include "sprite.h"
 
-struct rock_struct {
-       float x,y,dx,dy;
-       int active;
-       SDL_Surface *image;
-       struct shape *shape;
-       int type_number;
-}; 
-
-struct rock_struct rock[MAXROCKS], *rockptr = rock;
-
-SDL_Surface *surf_rock[NROCKS];
-struct shape rock_shapes[NROCKS];
+static struct rock rocks[MAXROCKS];
+static struct rock prototypes[NROCKS];
 
 // timers for rock generation.
-float rtimers[4];
-int nrocks;
+static float rtimers[4];
+
+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 32.0  // 32 s for a speed=1 rock to cross the screen horizontally.
-#define KV 24.0  // 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 (+/-)
 
-float rnd(void);
-
-#define crnd() (2*(rnd()-0.5))
-
-
-int
-init_rocks(void)
+void
+reset_rocks(void)
 {
-       int i;
-       char a[MAX_PATH_LEN];
-       SDL_Surface *temp;
-
-       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]);
-       }
-       nrocks = 41;
-       return 0;
+       nrocks = initial_rocks;
+       nrocks_inc_ticks = 2*60*20/(final_rocks-initial_rocks);
+       nrocks_timer = 0;
 }
 
+#define ROCK_LEN sizeof("sprites/rockXX.png")
+
 void
-reset_rocks(void)
+load_rocks(void)
 {
        int i;
+       char a[ROCK_LEN];
+
+       for(i=0; i<NROCKS; i++) {
+               snprintf(a, ROCK_LEN, "sprites/rock%02d.png", i);
+               load_sprite(SPRITE(&prototypes[i]), a);
+               prototypes[i].sprite_type = ROCK;
+               prototypes[i].flags = MOVE|DRAW|COLLIDE;
+       }
 
-       for(i = 0; i<MAXROCKS; i++) rock[i].active = 0;
+       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();
 }
 
 enum { LEFT, RIGHT, TOP, BOTTOM };
 
+
+// compute the number of rocks/tick that should be coming from each side,
+// and the speed ranges of rocks coming from each side
 void
-rock_timer_increments(float *ti)
+rock_sides(float *ti, float *speed_min, float *speed_max)
 {
        float dx0,dx1, dy0,dy1;
+       float hfactor, vfactor;
        int i;
 
        for(i=0; i<4; i++) ti[i] = 0;
+       for(i=0; i<4; i++) speed_min[i] = 0;
+       for(i=0; i<4; i++) speed_max[i] = 0;
+       hfactor = (float)nrocks/KH; vfactor = (float)nrocks/KV;
 
        dx0 = -RDX - screendx; dx1 = RDX - screendx;
        dy0 = -RDY - screendy; dy1 = RDY - screendy;
 
-       if(dx0 != 0) {
-               if(dx0 < 0) {
-                       if(dx1 < 0) ti[RIGHT] = -(dx0+dx1)/2;
-                       else {
-                               ti[RIGHT] = -dx0/2;
-                               ti[LEFT] = dx1/2;
-                       }
-               } else ti[LEFT] = (dx0+dx1)/2;
+       if(dx0 < 0) {
+               speed_max[RIGHT] = -dx0;
+               if(dx1 < 0) {
+                       // Rocks moving left only. So the RIGHT side of the screen
+                       speed_min[RIGHT] = -dx1;
+                       ti[RIGHT] = -(dx0+dx1)/2;
+               } else {
+                       // Rocks moving left and right
+                       speed_max[LEFT] = dx1;
+                       ti[RIGHT] = -dx0/2;
+                       ti[LEFT] = dx1/2;
+               }
+       } else {
+               // Rocks moving right only. So the LEFT side of the screen
+               speed_min[LEFT] = dx0;
+               speed_max[LEFT] = dx1;
+               ti[LEFT] = (dx0+dx1)/2;
        }
-
-       if(dy0 != 0) {
-               if(dy0 < 0) {
-                       if(dy1 < 0) ti[BOTTOM] = -(dy0+dy1)/2;
-                       else {
-                               ti[BOTTOM] = -dy0/2;
-                               ti[TOP] = dy1/2;
-                       }
-               } else ti[TOP] = (dy0+dy1)/2;
+       ti[LEFT] *= hfactor;
+       ti[RIGHT] *= hfactor;
+
+       if(dy0 < 0) {
+               speed_max[BOTTOM] = -dy0;
+               if(dy1 < 0) {
+                       // Rocks moving up only. So the BOTTOM of the screen
+                       speed_min[BOTTOM] = -dy1;
+                       ti[BOTTOM] = -(dy0+dy1)/2;
+               } else {
+                       // Rocks moving up and down
+                       speed_max[TOP] = dy1;
+                       ti[BOTTOM] = -dy0/2;
+                       ti[TOP] = dy1/2;
+               }
+       } else {
+               // Rocks moving down only. so the TOP of the screen
+               speed_min[TOP] = dy0;
+               speed_max[TOP] = dy1;
+               ti[TOP] = (dy0+dy1)/2;
        }
+       ti[TOP] *= vfactor;
+       ti[BOTTOM] *= vfactor;
+}
+
+float
+weighted_rnd_range(float min, float max) {
+       return sqrt(min * min + frnd() * (max * max - min * min));
 }
 
 void
 new_rocks(void)
 {
-       int i,j;
+       int i, type;
+       struct rock *r;
        float ti[4];
-       float x, y;
-
-       rock_timer_increments(ti);
-
-       for(i=0; i<4; i++) {
-               rtimers[i] += ti[i]*gamerate/20;
-               if(rtimers[i] >= 1) {
-                       j=0;
-                       while(rockptr->active && j<MAXROCKS) {
-                               if(++rockptr - rock >= MAXROCKS) rockptr = rock;
-                               j++;
-                       }
-                       if(!rockptr->active) {
-                               rtimers[i] -= 1;
-                               rockptr->type_number = random() % NROCKS;
-                               rockptr->image = surf_rock[rockptr->type_number];
-                               rockptr->shape = &rock_shapes[rockptr->type_number];
-                               switch(i) {
-                                       case RIGHT:
-                                               rockptr->x = XSIZE;
-                                               rockptr->y = rnd()*(YSIZE + rockptr->image->h);
-                                               break;
-                                       case LEFT:
-                                               rockptr->x = -rockptr->image->w;
-                                               rockptr->y = rnd()*(YSIZE + rockptr->image->h);
-                                               break;
-                                       case BOTTOM:
-                                               rockptr->x = rnd()*(XSIZE + rockptr->image->w);
-                                               rockptr->y = YSIZE;
-                                               break;
-                                       case TOP:
-                                               rockptr->x = rnd()*(XSIZE + rockptr->image->w);
-                                               rockptr->y = -rockptr->image->h;
-                                               break;
-                               }
-
-                               j=0;
-                               do {
-                                       rockptr->dx = RDX*crnd();
-                                       rockptr->dy = RDY*crnd();
-                                       x = (rockptr->dx-screendx)*gamerate;
-                                       y = (rockptr->dy-screendy)*gamerate;
-                                       j++;
-                               } while(x < -rockptr->image->w || x >= XSIZE
-                                               || y < -rockptr->image->h || y >= YSIZE);
-                               if(j > 1) printf("had to try %d times.\n", j);
-
-                               rockptr->active = 1;
-                       }
+       float rmin[4];
+       float rmax[4];
+
+       if(nrocks < final_rocks) {
+               nrocks_timer += t_frame;
+               if(nrocks_timer >= nrocks_inc_ticks) {
+                       nrocks_timer -= nrocks_inc_ticks;
+                       nrocks++;
                }
        }
-}
 
-void
-move_rocks(void)
-{
-       int i;
+       rock_sides(ti, rmin, rmax);
+
+       // increment timers
+       for(i=0; i<4; i++) rtimers[i] += ti[i]*t_frame;
 
-       // Move all the rocks
-       for(i = 0; i < MAXROCKS; i++) {
-               if(rock[i].active) {
-                       // move
-                       rock[i].x += (rock[i].dx-screendx)*gamerate;
-                       rock[i].y += (rock[i].dy-screendy)*gamerate;
-                       // clip
-                       if(rock[i].x < -rock[i].image->w || rock[i].x >= XSIZE
-                                       || rock[i].y < -rock[i].image->h || rock[i].y >= YSIZE) {
-                               rock[i].active = 0;
+       // generate rocks
+       for(i=0; i<4; i++) {
+               while(rtimers[i] >= 1) {
+                       rtimers[i] -= 1;
+                       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;
+                       switch(i) {
+                               case RIGHT:
+                                       r->x = XSIZE;
+                                       r->y = frnd()*(YSIZE + r->image->h);
+
+                                       r->dx = -weighted_rnd_range(rmin[i], rmax[i]) + screendx;
+                                       r->dy = RDY*crnd();
+                                       break;
+                               case LEFT:
+                                       r->x = -r->image->w;
+                                       r->y = frnd()*(YSIZE + r->image->h);
+
+                                       r->dx = weighted_rnd_range(rmin[i], rmax[i]) + screendx;
+                                       r->dy = RDY*crnd();
+                                       break;
+                               case BOTTOM:
+                                       r->x = frnd()*(XSIZE + r->image->w);
+                                       r->y = YSIZE;
+
+                                       r->dx = RDX*crnd();
+                                       r->dy = -weighted_rnd_range(rmin[i], rmax[i]) + screendy;
+                                       break;
+                               case TOP:
+                                       r->x = frnd()*(XSIZE + r->image->w);
+                                       r->y = -r->image->h;
+
+                                       r->dx = RDX*crnd();
+                                       r->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
+                                       break;
                        }
+                       add_sprite(SPRITE(r));
                }
        }
 }
 
+
 void
 draw_rocks(void)
 {
        int i;
-       SDL_Rect src, dest;
-
-       src.x = 0; src.y = 0;
-
-       for(i = 0; i<MAXROCKS; i++) {
-               if(rock[i].active) {
-                       src.w = rock[i].image->w;
-                       src.h = rock[i].image->h;
-
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (int) rock[i].x;
-                       dest.y = (int) rock[i].y;
-
-                       SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
-
-               }
-       }
-}
-
-int
-hit_rocks(float x, float y, struct shape *shape)
-{
-       int i;
-
-       for(i=0; i<MAXROCKS; i++) {
-               if(rock[i].active) {
-                       if(collide(x-rock[i].x, y-rock[i].y, rock[i].shape, shape)) 
-                               return 1;
-               }
-       }
-       return 0;
+       for(i=0; i<MAXROCKS; i++) draw_sprite(SPRITE(&rocks[i]));
 }
 
 void
-blast_rocks(float x, float y, float radius, int onlyslow)
+blast_rocks(float x, float y, float radius)
 {
        int i;
+       Sprite *r;
        float dx, dy, n;
 
-       for(i = 0; i<MAXROCKS; i++ ) {
-               if(rock[i].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 && (rock[i].dx-screendx < -4 || rock[i].dx-screendx > 3)) continue;
+       for(i=0; i<MAXROCKS; i++) {
+               if(!rocks[i].flags) continue;
+               r = SPRITE(&rocks[i]);
+               if(r->x <= 0) continue;
 
-               dx = rock[i].x - x;
-               dy = rock[i].y - y;
+               dx = r->x - x;
+               dy = r->y - y;
 
                n = sqrt(dx*dx + dy*dy);
                if(n < radius) {
-                       n *= 20;
-                       rock[i].dx += 54.0*(dx+30)/n;
-                       rock[i].dy += 54.0*dy/n;
+                       n *= 15;
+                       r->dx += 54.0*dx/n;
+                       r->dy += 54.0*dy/n;
                }
        }
 }