X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=rocks.c;h=86c76e7691cac5abe7b45507b57eb3ab633aa612;hp=ca921cf22522e6435c827acd811b23c8d06ebb7d;hb=0d415d88f7ecd55273b09b619170078f7d35a910;hpb=d96cae8368715101e2bf3f9ff8900dc171c70b2f diff --git a/rocks.c b/rocks.c index ca921cf..86c76e7 100644 --- a/rocks.c +++ b/rocks.c @@ -3,150 +3,250 @@ #include #include +#include "common.h" #include "config.h" #include "file.h" #include "globals.h" +#include "mt.h" #include "rocks.h" -#include "shape.h" -struct rock_struct { - float x,y,dx,dy; - int active; - SDL_Surface *image; - struct shape *shape; - int type_number; -}; +struct rock rocks[MAXROCKS]; +Sprite *free_rocks; -struct rock_struct rock[MAXROCKS], *rockptr = rock; +Sprite **rock_buckets[2]; +int n_buckets; +// we have two sets of buckets -- this variable tells which we are using. +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]; -int nrocks; +static float rtimers[4]; + +uint32_t nrocks; +float nrocks_timer; +float nrocks_inc_ticks = 2*60*20/(F_ROCKS-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); +static inline Sprite ** +bucket(int x, int y, int p) +{ + int b = (x+grid_size)/grid_size + bw*((y+grid_size)/grid_size); + return &rock_buckets[p][b]; +} -#define crnd() (2*(rnd()-0.5)) +void +init_buckets(void) +{ + int scr_grid_w = (XSIZE+2*grid_size-1) / grid_size; + int scr_grid_h = (YSIZE+2*grid_size-1) / grid_size; + bw = 1 + scr_grid_w + 1; + bh = 1 + scr_grid_h + 1; + n_buckets = bw * bh; + + rock_buckets[0] = malloc(n_buckets * sizeof(struct rock *)); + rock_buckets[1] = malloc(n_buckets * sizeof(struct rock *)); + if(!rock_buckets[0] || !rock_buckets[1]) { + fprintf(stderr, "Can't allocate rock buckets.\n"); + exit(1); + } + p = 0; +} +static inline void +insert_sprite(Sprite **head, Sprite *this) +{ + this->next = *head; + *head = this; +} -int -init_rocks(void) +static inline Sprite * +remove_sprite(Sprite **head) +{ + Sprite *this = *head; + *head = this->next; + return this; +} + +void +reset_rocks(void) { int i; - char a[MAX_PATH_LEN]; - SDL_Surface *temp; - for(i = 0; i= nrocks_inc_ticks) { + nrocks_timer -= nrocks_inc_ticks; + nrocks++; + } + } - rock_timer_increments(ti); + rock_sides(ti, rmin, rmax); + // increment timers + for(i=0; i<4; i++) rtimers[i] += ti[i]*t_frame; + + // generate rocks 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; - } - - rockptr->dx = RDX*crnd(); - rockptr->dy = RDY*crnd(); - - rockptr->active = 1; + while(rtimers[i] >= 1) { + rtimers[i] -= 1; + if(!free_rocks) return; // sorry, we ran out of rocks! + r = (struct rock *) remove_sprite(&free_rocks); + 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; } + insert_sprite(bucket(r->x, r->y, p), SPRITE(r)); } } } @@ -154,85 +254,135 @@ new_rocks(void) void move_rocks(void) { - int i; + int b; + Sprite *r, **head; // Move all the rocks - for(i = 0; i < MAXROCKS; i++) { - if(rock[i].active) { + for(b=0; bw || rock[i].x >= XSIZE - || rock[i].y < -rock[i].image->h || rock[i].y >= YSIZE) { - rock[i].active = 0; - } + r->x += (r->dx - screendx)*t_frame; + r->y += (r->dy - screendy)*t_frame; + + // clip it, or sort it into the other bucket set + // (either way we move it out of this list). + if(r->x + r->image->w < 0 || r->x >= XSIZE + || r->y + r->image->h < 0 || r->y >= YSIZE) { + insert_sprite(&free_rocks, remove_sprite(head)); + r->image = NULL; + } else insert_sprite(bucket(r->x, r->y, 1-p), remove_sprite(head)); } } + p = 1-p; // switch current set of buckets. } void draw_rocks(void) { int i; - SDL_Rect src, dest; - - src.x = 0; src.y = 0; - - for(i = 0; iw; - 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_Rect dest; - SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest); + for(i=0; inext) { + if(collide(r, s)) return true; } + return false; } int -hit_rocks(float x, float y, struct shape *shape) +hit_rocks(Sprite *s) { - int i; + int l, r, t, b; + Sprite **bucket; + + 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; + if(l > 0 && hit_in_bucket(*(bucket-1), s)) return true; + if(t > 0 && hit_in_bucket(*(bucket-bw), s)) return true; + if(l > 0 && t > 0 && hit_in_bucket(*(bucket-1-bw), s)) return true; + + if(r > l) { + if(hit_in_bucket(*(bucket+1), s)) return true; + if(t > 0 && hit_in_bucket(*(bucket+1-bw), s)) return true; + } + if(b > t) { + if(hit_in_bucket(*(bucket+bw), s)) return true; + if(l > 0 && hit_in_bucket(*(bucket-1+bw), s)) return true; + } + if(r > l && b > t && hit_in_bucket(*(bucket+1+bw), s)) return true; + return false; +} - for(i=0; inext) { + if(pixel_collide(r, x, y)) return 1; } return 0; } +int +pixel_hit_rocks(float x, float y) +{ + int ix, iy; + int l, t; + Sprite **bucket; + + ix = x + grid_size; iy = y + grid_size; + l = ix / grid_size; t = iy / grid_size; + bucket = &rock_buckets[p][l + t*bw]; + if(pixel_hit_in_bucket(*bucket, x, y)) return true; + if(l > 0 && pixel_hit_in_bucket(*(bucket-1), x, y)) return true; + if(t > 0 && pixel_hit_in_bucket(*(bucket-bw), x, y)) return true; + if(l > 0 && t > 0 && pixel_hit_in_bucket(*(bucket-1-bw), x, y)) return true; + return false; +} + void blast_rocks(float x, float y, float radius, int onlyslow) { - int i; + int b; + Sprite *r; float dx, dy, n; if(onlyslow) return; - for(i = 0; inext) { + if(r->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; + // 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 && (r->dx - screendx < -4 || r->dx - screendx > 3)) 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 *= 15; - rock[i].dx += 54.0*dx/n; - rock[i].dy += 54.0*dy/n; + n = sqrt(dx*dx + dy*dy); + if(n < radius) { + n *= 15; + r->dx += 54.0*dx/n; + r->dy += 54.0*dy/n; + } } } }