X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=rocks.c;fp=rocks.c;h=a32652a16dc0e20ca21701e88b1f887379129754;hp=d01d7949086728c234b31b4e52b2d14d86b6ec01;hb=3f9238432d3b902a7744ad5a61f61995d67267a5;hpb=f8a464d8eed8cf611c0c3f80166d2a650efb1485 diff --git a/rocks.c b/rocks.c index d01d794..a32652a 100644 --- a/rocks.c +++ b/rocks.c @@ -19,11 +19,10 @@ 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; @@ -63,8 +62,8 @@ init_buckets(void) void transfer_rock(struct rock *r, struct rock **from, struct rock **to) { - *from = &r->next->rock; - r->next = SPRITE(*to); + *from = r->next; + r->next = *to; *to = r; } @@ -74,8 +73,11 @@ reset_rocks(void) int i; for(i=0; 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 = free_rocks; free_rocks = r->next; + type = urnd() % NROCKS; + *r = prototypes[type]; + r->type = type; switch(i) { case RIGHT: r->x = XSIZE; @@ -236,7 +237,8 @@ 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)); + tmp = bucket(r->x, r->y, p); + r->next = *tmp; *tmp = r; } } } @@ -286,7 +288,7 @@ draw_rocks(void) int hit_in_bucket(struct rock *r, Sprite *s) { - for(; r; r=&r->next->rock) { + for(; r; r=r->next) { if(collide(SPRITE(r), s)) return true; } return false; @@ -295,14 +297,13 @@ 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; - 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; @@ -325,9 +326,8 @@ hit_rocks(Sprite *s) int pixel_hit_in_bucket(struct rock *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(SPRITE(r), x, y)) return 1; } return 0; } @@ -359,7 +359,7 @@ blast_rocks(float x, float y, float radius, int onlyslow) if(onlyslow) return; for(b=0; bnext->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