X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=rocks.c;h=86c76e7691cac5abe7b45507b57eb3ab633aa612;hp=fe66c4c3ba5bdc4effced5b5859c9cb06b53defb;hb=0d415d88f7ecd55273b09b619170078f7d35a910;hpb=46dacbe75dac20a1c6e1b61a2eb99ca25fc971ec diff --git a/rocks.c b/rocks.c index fe66c4c..86c76e7 100644 --- a/rocks.c +++ b/rocks.c @@ -3,189 +3,386 @@ #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; - int dead; // has been blown out of the way - // to make room for a new ship appearing. - 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; -float rockrate,rockspeed; +static struct rock prototypes[NROCKS]; -SDL_Surface *surf_rock[NROCKS]; -struct shape rock_shapes[NROCKS]; +// timers for rock generation. +static float rtimers[4]; -int countdown = 0; +uint32_t nrocks; +float nrocks_timer; +float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS); -float rnd(void); +// constants for rock generation. +#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 (+/-) -uint32_t area; +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]; +} + +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; +} + +static inline Sprite * +remove_sprite(Sprite **head) +{ + Sprite *this = *head; + *head = this->next; + return this; +} + +void +reset_rocks(void) +{ + int i; + + for(i=0; i= MAXROCKS) { - rockptr = rock; - } - if(!rockptr->active) { - rockptr->dx = -(rockspeed)*(1 + 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; - area += rockptr->shape->area; + float dx0,dx1, dy0,dy1; + float hfactor, vfactor; + int i; + + for(i=0; i<4; i++) ti[i] = 0; + 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) { + 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; } - if(gamerate>0.1) { - countdown = (int)(ROCKRATE/gamerate); + } 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) { + 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 { - countdown = 0; + // 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 + frnd() * (max * max - min * min)); } void -move_rocks(void) +new_rocks(void) { - int i; + int i, type; + struct rock *r; + float ti[4]; + float rmin[4]; + float rmax[4]; - // Move all the rocks - for(i = 0; i < MAXROCKS; i++) { - if(rock[i].active) { - rock[i].x += rock[i].dx*gamerate; - rock[i].y += rock[i].dy*gamerate + yscroll; - if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) { - if(rock[i].dead) { - area -= rock[i].shape->area; - rock[i].dead = 0; - rock[i].active = 0; - } else { - // wrap - 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) { - area -= rock[i].shape->area; - rock[i].active = 0; - rock[i].dead = 0; + if(nrocks < F_ROCKS) { + nrocks_timer += t_frame; + if(nrocks_timer >= nrocks_inc_ticks) { + nrocks_timer -= nrocks_inc_ticks; + nrocks++; + } + } + + 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++) { + 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)); } } } void -reset_rocks(void) +move_rocks(void) { - int i; + int b; + Sprite *r, **head; - area = 0; - for(i = 0; ix += (r->dx - screendx)*t_frame; + r->y += (r->dy - screendy)*t_frame; - rockrate = 54.0; - rockspeed = 5.0; + // 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; + SDL_Rect dest; - src.x = 0; src.y = 0; + for(i=0; iw; - src.h = rock[i].image->h; +int +hit_in_bucket(Sprite *r, Sprite *s) +{ + for(; r; r=r->next) { + if(collide(r, s)) return true; + } + return false; +} - dest.w = src.w; - dest.h = src.h; - dest.x = (int) rock[i].x; - dest.y = (int) rock[i].y; +int +hit_rocks(Sprite *s) +{ + int l, r, t, b; + Sprite **bucket; - SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest); + 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; } int -hit_rocks(float x, float y, struct shape *shape) +pixel_hit_in_bucket(Sprite *r, float x, float y) { - int i; - - 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; - for(i = 0; i 3)) { - continue; - } + for(b=0; bnext) { + if(r->x <= 0) continue; - dx = rock[i].x - x; - dy = rock[i].y - y; + // 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; - 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].dead = 1; + dx = r->x - x; + dy = r->y - y; + + n = sqrt(dx*dx + dy*dy); + if(n < radius) { + n *= 15; + r->dx += 54.0*dx/n; + r->dy += 54.0*dy/n; + } } } }