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Friction doesn't make sense any more, dropped that.
[vor.git] / rocks.c
diff --git a/rocks.c b/rocks.c
index 2a9c906..fc18bf3 100644 (file)
--- a/rocks.c
+++ b/rocks.c
@@ -3,6 +3,7 @@
 #include <stdlib.h>
 #include <string.h>
 
+#include "common.h"
 #include "config.h"
 #include "file.h"
 #include "globals.h"
@@ -24,7 +25,10 @@ struct shape rock_shapes[NROCKS];
 
 // timers for rock generation.
 float rtimers[4];
-int nrocks;
+
+uint32_t nrocks;
+uint32_t nrocks_timer;
+uint32_t nrocks_inc_ticks = 2*60*1000/(F_ROCKS-I_ROCKS);
 
 // constants for rock generation.
 #define KH 32.0  // 32 s for a speed=1 rock to cross the screen horizontally.
@@ -50,7 +54,6 @@ init_rocks(void)
                NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
                get_shape(surf_rock[i], &rock_shapes[i]);
        }
-       nrocks = 41;
        return 0;
 }
 
@@ -60,67 +63,109 @@ reset_rocks(void)
        int i;
 
        for(i = 0; i<MAXROCKS; i++) rock[i].active = 0;
+       nrocks = I_ROCKS;
+       nrocks_timer = 0;
 }
 
 enum { LEFT, RIGHT, TOP, BOTTOM };
 
+
+// compute the number of rocks/second that should be coming from each side
+
+// compute 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;
-       hfactor = nrocks/KH; vfactor = nrocks/KV;
+       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;
        }
        ti[LEFT] *= hfactor;
        ti[RIGHT] *= hfactor;
 
-       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;
+       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 + rnd() * (max * max - min * min));
+}
+
 void
 new_rocks(void)
 {
        int i,j;
        float ti[4];
-       float x, y;
+       float rmin[4];
+       float rmax[4];
+
+       if(nrocks < F_ROCKS) {
+               nrocks_timer += ms_frame;
+               if(nrocks_timer >= nrocks_inc_ticks) {
+                       nrocks_timer -= nrocks_inc_ticks;
+                       nrocks++;
+               }
+       }
 
-       rock_timer_increments(ti);
+       rock_sides(ti, rmin, rmax);
 
+       // loop through the four sides of the screen
        for(i=0; i<4; i++) {
-               rtimers[i] += ti[i]*gamerate/20;
-               if(rtimers[i] >= 1) {
+               // see if we generate a rock for this side this frame
+               rtimers[i] += ti[i]*s_frame;
+               while(rtimers[i] >= 1) {
+                       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];
@@ -128,32 +173,33 @@ new_rocks(void)
                                        case RIGHT:
                                                rockptr->x = XSIZE;
                                                rockptr->y = rnd()*(YSIZE + rockptr->image->h);
+
+                                               rockptr->dx = -weighted_rnd_range(rmin[i], rmax[i]) + screendx;
+                                               rockptr->dy = RDY*crnd();
                                                break;
                                        case LEFT:
                                                rockptr->x = -rockptr->image->w;
                                                rockptr->y = rnd()*(YSIZE + rockptr->image->h);
+
+                                               rockptr->dx = weighted_rnd_range(rmin[i], rmax[i]) + screendx;
+                                               rockptr->dy = RDY*crnd();
                                                break;
                                        case BOTTOM:
                                                rockptr->x = rnd()*(XSIZE + rockptr->image->w);
                                                rockptr->y = YSIZE;
+
+                                               rockptr->dx = RDX*crnd();
+                                               rockptr->dy = -weighted_rnd_range(rmin[i], rmax[i]) + screendy;
                                                break;
                                        case TOP:
                                                rockptr->x = rnd()*(XSIZE + rockptr->image->w);
                                                rockptr->y = -rockptr->image->h;
+
+                                               rockptr->dx = RDX*crnd();
+                                               rockptr->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
                                                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) fprintf(stderr, "had to try %d times.\n", j);
-
                                rockptr->active = 1;
                        }
                }
@@ -169,8 +215,8 @@ move_rocks(void)
        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;
+                       rock[i].x += (rock[i].dx-screendx)*t_frame;
+                       rock[i].y += (rock[i].dy-screendy)*t_frame;
                        // clip
                        if(rock[i].x < -rock[i].image->w || rock[i].x >= XSIZE
                                        || rock[i].y < -rock[i].image->h || rock[i].y >= YSIZE) {
@@ -224,6 +270,8 @@ blast_rocks(float x, float y, float radius, int onlyslow)
        int i;
        float dx, dy, n;
 
+       if(onlyslow) return;
+
        for(i = 0; i<MAXROCKS; i++ ) {
                if(rock[i].x <= 0) continue;
 
@@ -237,8 +285,8 @@ blast_rocks(float x, float y, float radius, int onlyslow)
 
                n = sqrt(dx*dx + dy*dy);
                if(n < radius) {
-                       n *= 20;
-                       rock[i].dx += 54.0*(dx+30)/n;
+                       n *= 15;
+                       rock[i].dx += 54.0*dx/n;
                        rock[i].dy += 54.0*dy/n;
                }
        }