X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=rocks.c;h=f68a57a2c4c69b816eb9259eab9460f1bd5e3435;hp=1e69ce2342a2bad00e5f5023b4ee364314f1467b;hb=2b5dd5bc0eb1739dd744de6f565d0f3a7ae02c95;hpb=36430b3c87da1304d1de5bf9d294545f46d6f3a0 diff --git a/rocks.c b/rocks.c index 1e69ce2..f68a57a 100644 --- a/rocks.c +++ b/rocks.c @@ -3,40 +3,88 @@ #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 { + struct rock_struct *next; float x,y,dx,dy; - int active; SDL_Surface *image; struct shape *shape; int type_number; }; -struct rock_struct rock[MAXROCKS], *rockptr = rock; +struct rock_struct rocks[MAXROCKS], *free_rocks; -float rockrate; +struct rock_struct **rock_buckets[2]; +int n_buckets, p; +int bw, bh; +int grid_size; SDL_Surface *surf_rock[NROCKS]; struct shape rock_shapes[NROCKS]; -float rockhtimer = 0; -int nrocks = 41; +// timers for rock generation. +float rtimers[4]; -float rnd(void); +uint32_t nrocks; +float nrocks_timer; +float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS); -// 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 +// constants for rock generation. +#define KH (32.0*20) // 32 s for a speed=1 rock to cross the screen horizontally. +#define KV (24.0*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 (+/-) +static inline int bucket(int x, int y) { return (1+x/grid_size) + bw*(1+y/grid_size); } + +void +init_buckets(void) +{ + bw = (XSIZE+2*grid_size-1) / grid_size; + bh = (YSIZE+2*grid_size-1) / grid_size; + n_buckets = bw * bh; + + rock_buckets[0] = malloc(n_buckets * sizeof(struct rock_struct *)); + rock_buckets[1] = malloc(n_buckets * sizeof(struct rock_struct *)); + if(!rock_buckets[0] || !rock_buckets[1]) { + fprintf(stderr, "Can't allocate rock buckets.\n"); + exit(1); + } + p = 0; +} + +void +sort_rock(struct rock_struct *q, struct rock_struct *r, int p) +{ + int b = bucket(r->x, r->y); + q->next = r->next; // remove from old list + r->next = rock_buckets[p][b]; // insert into new list + rock_buckets[p][b] = r; +} + +void +reset_rocks(void) +{ + int i; + + for(i=0; i= 1) { - while(rockptr->active && i= MAXROCKS) rockptr = rock; - i++; + int i; + struct rock_struct *r; + float ti[4]; + float rmin[4]; + float rmax[4]; + + if(nrocks < F_ROCKS) { + nrocks_timer += t_frame; + if(nrocks_timer >= nrocks_inc_ticks) { + nrocks_timer -= nrocks_inc_ticks; + nrocks++; } - 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; + } + + 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 = free_rocks; + r->type_number = urnd() % NROCKS; + r->image = surf_rock[r->type_number]; + r->shape = &rock_shapes[r->type_number]; + 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; + } + sort_rock((struct rock_struct *)&free_rocks, r, p); } } } @@ -93,85 +245,127 @@ new_rocks(void) void move_rocks(void) { - int i; + int b; + struct rock_struct *q,*r; // Move all the rocks - for(i = 0; i < MAXROCKS; i++) { - if(rock[i].active) { + for(b=0; bnext; + while(r) { // move - rock[i].x += rock[i].dx*gamerate; - rock[i].y += rock[i].dy*gamerate + yscroll; + r->x += (r->dx - screendx)*t_frame; + r->y += (r->dy - screendy)*t_frame; + // 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].active = 0; + if(r->x + r->image->w < 0 || r->x >= XSIZE + || r->y + r->image->h < 0 || r->y >= YSIZE) { + q->next = r->next; + r->next = free_rocks; free_rocks = r; + r->image = NULL; + } else sort_rock(q,r,1-p); + if(q->next == r) q = q->next; + if(q) r = q->next; else r = NULL; } } + p = 1-p; // switch current set of buckets. } void draw_rocks(void) { int i; - SDL_Rect src, dest; - - src.x = 0; src.y = 0; + SDL_Rect dest; - 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; + for(i=0; inext) { + if(collide(x - r->x, y - r->y, r->shape, shape)) return 1; } + return 0; } int hit_rocks(float x, float y, struct shape *shape) { - int i; + int b = bucket(x, y); + int bdx = ((int)x+shape->w)/grid_size - (int)x/grid_size; + int bdy = ((int)y+shape->h)/grid_size - (int)y/grid_size; + if(hit_in_bucket(b, x, y, shape)) return 1; + if(hit_in_bucket(b-1, x, y, shape)) return 1; + if(hit_in_bucket(b-bw, x, y, shape)) return 1; + if(hit_in_bucket(b-bw-1, x, y, shape)) return 1; - for(i=0; inext) { + if(x < r->x || y < r->y) continue; + if(pixel_collide(x - r->x, y - r->y, r->shape)) return 1; } return 0; } +int +pixel_hit_rocks(float x, float y) +{ + int b = bucket(x, y); + if(pixel_hit_in_bucket(b, x, y)) return 1; + if(pixel_hit_in_bucket(b-1, x, y)) return 1; + if(pixel_hit_in_bucket(b-bw, x, y)) return 1; + if(pixel_hit_in_bucket(b-bw-1, x, y)) return 1; + return 0; +} + void blast_rocks(float x, float y, float radius, int onlyslow) { - int i; + int b; + struct rock_struct *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; + 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; + } } } }