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(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;
+ }
+ 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(bdx && bdy && hit_in_bucket(b+bw+1, x, y, shape)) return 1;
return 0;
}
int
-pixel_hit_rocks(float x, float y)
+pixel_hit_in_bucket(int b, 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
+pixel_hit_rocks(float x, float y)
+{
+ int b = bucket(x, y);
+ 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;
+}
+
void
blast_rocks(float x, float y, float radius, int onlyslow)
{