X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=rocks.c;h=7de0c2ff203f2913caaba094f27186e1853cb777;hp=1e69ce2342a2bad00e5f5023b4ee364314f1467b;hb=21570ddf054d9850eb924bcdc53be9e19581232a;hpb=36430b3c87da1304d1de5bf9d294545f46d6f3a0 diff --git a/rocks.c b/rocks.c index 1e69ce2..7de0c2f 100644 --- a/rocks.c +++ b/rocks.c @@ -19,23 +19,22 @@ struct rock_struct { struct rock_struct rock[MAXROCKS], *rockptr = rock; -float rockrate; - SDL_Surface *surf_rock[NROCKS]; struct shape rock_shapes[NROCKS]; -float rockhtimer = 0; -int nrocks = 41; +// timers for rock generation. +float rtimers[4]; +int nrocks; + +// 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 RDX 2.5 // range for rock dx values (+/-) +#define RDY 2.5 // range for rock dy values (+/-) float rnd(void); -// used for rock generation. -#define KH (1.0/32.0) -#define KV (1.0/24.0) -#define RXMIN 5.0 -#define RXMAX 10.0 -#define RYMIN (-0.5) -#define RYMAX 0.5 +#define crnd() (2*(rnd()-0.5)) int @@ -51,6 +50,7 @@ init_rocks(void) NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp)); get_shape(surf_rock[i], &rock_shapes[i]); } + nrocks = 41; return 0; } @@ -59,33 +59,97 @@ reset_rocks(void) { int i; - for(i = 0; i= 1) { - while(rockptr->active && i= MAXROCKS) rockptr = rock; - i++; - } - if(!rockptr->active) { - rockhtimer -= 1; - rockptr->dx = -5.0*(1.0 + rnd()); - rockptr->dy = rnd()-0.5; - rockptr->type_number = random() % NROCKS; - rockptr->image = surf_rock[rockptr->type_number]; - rockptr->shape = &rock_shapes[rockptr->type_number]; - rockptr->x = (float)XSIZE; - rockptr->y = rnd()*(YSIZE + rockptr->image->h); - rockptr->active = 1; + int i,j; + 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) 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; + } } } } @@ -99,15 +163,13 @@ move_rocks(void) for(i = 0; i < MAXROCKS; i++) { if(rock[i].active) { // move - rock[i].x += rock[i].dx*gamerate; - rock[i].y += rock[i].dy*gamerate + yscroll; + rock[i].x += (rock[i].dx-screendx)*gamerate; + rock[i].y += (rock[i].dy-screendy)*gamerate; // clip - if(rock[i].y < -rock[i].image->h || rock[i].y > YSIZE) { - // rock[i].active = 0; - rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y; - rock[i].y += (rock[i].dy*gamerate + yscroll) * 1.01; + 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; } - if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) rock[i].active = 0; } } } @@ -162,7 +224,7 @@ blast_rocks(float x, float y, float radius, int onlyslow) // 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 < -4 || rock[i].dx > 3)) continue; + if(onlyslow && (rock[i].dx-screendx < -4 || rock[i].dx-screendx > 3)) continue; dx = rock[i].x - x; dy = rock[i].y - y; @@ -170,8 +232,8 @@ blast_rocks(float x, float y, float radius, int onlyslow) n = sqrt(dx*dx + dy*dy); if(n < radius) { n *= 20; - rock[i].dx += rockrate*(dx+30)/n; - rock[i].dy += rockrate*dy/n; + rock[i].dx += 54.0*(dx+30)/n; + rock[i].dy += 54.0*dy/n; } } }