X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=rocks.c;h=ff8f8f96a1a0aaa9f89bf04539b745e9f00fae31;hp=d01d7949086728c234b31b4e52b2d14d86b6ec01;hb=HEAD;hpb=f8a464d8eed8cf611c0c3f80166d2a650efb1485 diff --git a/rocks.c b/rocks.c index d01d794..ff8f8f9 100644 --- a/rocks.c +++ b/rocks.c @@ -4,30 +4,24 @@ #include #include "common.h" -#include "config.h" +#include "vorconfig.h" #include "file.h" #include "globals.h" #include "mt.h" #include "rocks.h" +#include "sprite.h" -struct rock rocks[MAXROCKS], *free_rocks; - -struct rock **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 rocks[MAXROCKS]; +static struct rock prototypes[NROCKS]; // timers for rock generation. -float rtimers[4]; +static float rtimers[4]; -uint32_t nrocks; -float nrocks_timer; -float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS); +uint32_t nrocks = NORMAL_I_ROCKS; +uint32_t initial_rocks = NORMAL_I_ROCKS; +uint32_t final_rocks = NORMAL_F_ROCKS; +float nrocks_timer = 0; +float nrocks_inc_ticks = 2*60*20/(NORMAL_F_ROCKS-NORMAL_I_ROCKS); // constants for rock generation. #define KH (32*20) // 32 s for a speed=1 rock to cross the screen horizontally. @@ -35,76 +29,35 @@ float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS); #define RDX 2.5 // range for rock dx values (+/-) #define RDY 2.5 // range for rock dy values (+/-) -static inline struct rock ** -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) +reset_rocks(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; + nrocks = initial_rocks; + nrocks_inc_ticks = 2*60*20/(final_rocks-initial_rocks); + nrocks_timer = 0; } -void -transfer_rock(struct rock *r, struct rock **from, struct rock **to) -{ - *from = &r->next->rock; - r->next = SPRITE(*to); - *to = r; -} +#define ROCK_LEN sizeof("rockXX.png") void -reset_rocks(void) +load_rocks(void) { int i; + char a[ROCK_LEN]; - for(i=0; i= nrocks_inc_ticks) { nrocks_timer -= nrocks_inc_ticks; @@ -201,11 +154,12 @@ new_rocks(void) 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 = urnd() % NROCKS; - r->image = surf_rock[r->type]; - r->shape = &rock_shapes[r->type]; + if(!free_sprites[ROCK]) return; // sorry, we ran out of rocks! + r = (struct rock *) remove_sprite(&free_sprites[ROCK]); + type = urnd() % NROCKS; + *r = prototypes[type]; + r->type = type; + r->life = r->area * 300; switch(i) { case RIGHT: r->x = XSIZE; @@ -222,160 +176,29 @@ new_rocks(void) r->dy = RDY*crnd(); break; case BOTTOM: - r->x = frnd()*(XSIZE + r->image->w); + r->x = (frnd()*(XSIZE + r->image->w)) - 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->x = (frnd() * (XSIZE + r->image->w)) - r->image->w; r->y = -r->image->h; r->dx = RDX*crnd(); r->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy; break; } - transfer_rock(r, &free_rocks, bucket(r->x, r->y, p)); + add_sprite(SPRITE(r)); } } } -void -move_rocks(void) -{ - int b; - struct rock **head; - struct rock *r; - - // Move all the rocks - for(b=0; bx += (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) { - transfer_rock(r, head, &free_rocks); - r->image = NULL; - } else transfer_rock(r, head, bucket(r->x, r->y, 1-p)); - } - } - p = 1-p; // switch current set of buckets. -} void draw_rocks(void) { int i; - SDL_Rect dest; - - for(i=0; inext->rock) { - if(collide(SPRITE(r), s)) return true; - } - return false; -} - -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; - 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 -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; - } - return 0; -} - -int -pixel_hit_rocks(float x, float y) -{ - int ix, iy; - int l, t; - struct rock **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 b; - struct rock *r; - float dx, dy, n; - - if(onlyslow) return; - - for(b=0; bnext->rock) { - 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 && (r->dx - screendx < -4 || r->dx - screendx > 3)) continue; - - 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; - } - } - } + for(i=0; i