DATA_PREFIX := /usr/share/vor
PROGRAM_PREFIX := /usr/games/bin
-CFLAGS := -Wall
+CFLAGS := -Wall -ggdb
LDFLAGS :=
paths := -DDATA_PREFIX=\"$(DATA_PREFIX)\"
#include <stdbool.h>
#include <stddef.h>
+#define NONE (~0)
+
#ifndef max
#define max(a, b) ((a) > (b) ? (a) : (b))
#endif
}
// check collisions
- if(pixel_hit_rocks(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
+ if(pixel_collides(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
edot[i].active = 0;
continue;
}
- if(pixel_hit_rocks(edot[i].x, edot[i].y)) { edot[i].active = 0; continue; }
+ if(pixel_collides(edot[i].x, edot[i].y)) { edot[i].active = 0; continue; }
heatindex = edot[i].life * 6;
c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
return img;
}
+void
+load_ship(void)
+{
+ load_sprite(SPRITE(&ship), "sprites/ship.png");
+}
+
int
init(void) {
NULLERROR(surf_b_game = load_image("banners/game.png"));
NULLERROR(surf_b_over = load_image("banners/over.png"));
- // Load the spaceship graphic.
- load_sprite(SPRITE(&ship), "sprites/ship.png");
-
// Load the life indicator (small ship) graphic.
NULLERROR(surf_life = load_image("indicators/life.png"));
init_engine_dots();
init_dust();
- init_rocks();
+ init_sprites();
// Remove the mouse cursor
#ifdef SDL_DISABLE
drawdots(surf_screen);
// Draw ship
- if(state == GAMEPLAY ) {
- dest.x = ship.x;
- dest.y = ship.y;
- SDL_BlitSurface(ship.image,NULL,surf_screen,&dest);
- }
+ if(state == GAMEPLAY) draw_sprite(SPRITE(&ship));
draw_rocks();
}
if(state == GAMEPLAY) {
- bang = hit_rocks(SPRITE(&ship));
+ bang = collides(SPRITE(&ship));
}
ms_frame = SDL_GetTicks() - ms_end;
} else {
if(state == DEAD_PAUSE) {
float blast_radius;
- int fixonly;
-
- if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
- blast_radius = BLAST_RADIUS * 1.3;
- fixonly = 1;
- } else {
+ if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) {
blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
- fixonly = 0;
+ blast_rocks(bangx, bangy, blast_radius);
}
- blast_rocks(bangx, bangy, blast_radius, fixonly);
if(bangx < 60) bangx = 60;
}
xscroll = screendx * t_frame;
yscroll = screendy * t_frame;
- ship.x += ship.dx*t_frame - xscroll;
- ship.y += ship.dy*t_frame - yscroll;
-
// move bang center
bangx += bangdx*t_frame - xscroll;
bangy += bangdy*t_frame - yscroll;
- move_rocks();
+ move_sprite(SPRITE(&ship));
+ move_sprites();
// BOUNCE X
#include "globals.h"
#include "mt.h"
#include "rocks.h"
+#include "sprite.h"
-struct rock rocks[MAXROCKS];
-Sprite *free_rocks;
-
-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;
-
+static struct rock rocks[MAXROCKS];
static struct rock prototypes[NROCKS];
// timers for rock generation.
static float rtimers[4];
-uint32_t nrocks;
-float nrocks_timer;
+uint32_t nrocks = I_ROCKS;
+float nrocks_timer = 0;
float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS);
// constants for rock generation.
#define RDX 2.5 // range for rock dx values (+/-)
#define RDY 2.5 // range for rock dy values (+/-)
-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; i++) rocks[i].image = NULL;
-
- rocks[0].next = NULL;
- for(i=1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
- free_rocks = SPRITE(&rocks[MAXROCKS-1]);
-
- for(i = 0; i<n_buckets; i++) {
- rock_buckets[0][i] = NULL;
- rock_buckets[1][i] = NULL;
- }
-
nrocks = I_ROCKS;
nrocks_timer = 0;
}
#define ROCK_LEN sizeof("sprites/rockXX.png")
-int
-init_rocks(void)
+void
+load_rocks(void)
{
int i;
char a[ROCK_LEN];
- int maxw=0, maxh=0;
- for(i = 0; i<NROCKS; i++) {
+ for(i=0; i<NROCKS; i++) {
snprintf(a, ROCK_LEN, "sprites/rock%02d.png", i);
load_sprite(SPRITE(&prototypes[i]), a);
- prototypes[i].type = ROCK_SPRITE;
- maxw = max(maxw, prototypes[i].w);
- maxh = max(maxh, prototypes[i].h);
+ prototypes[i].sprite_type = ROCK_SPRITE;
}
- grid_size = max(maxw, maxh) * 3 / 2;
- init_buckets();
+
+ memset(rocks, 0, MAXROCKS*sizeof(struct rock));
+
+ for(i=1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
+ free_sprites[ROCK_SPRITE] = SPRITE(&rocks[MAXROCKS-1]);
+
reset_rocks();
- return 0;
}
enum { LEFT, RIGHT, TOP, BOTTOM };
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);
+ if(!free_sprites[ROCK_SPRITE]) return; // sorry, we ran out of rocks!
+ r = (struct rock *) remove_sprite(&free_sprites[ROCK_SPRITE]);
type = urnd() % NROCKS;
*r = prototypes[type];
r->type = type;
r->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
break;
}
- insert_sprite(bucket(r->x, r->y, p), SPRITE(r));
+ add_sprite(SPRITE(r));
}
}
}
-void
-move_rocks(void)
-{
- int b;
- Sprite *r, **head;
-
- // Move all the rocks
- for(b=0; b<n_buckets; b++) {
- head=&rock_buckets[p][b]; r=*head;
- while(*head) {
- r=*head;
-
- // move
- 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 dest;
-
- for(i=0; i<MAXROCKS; i++) {
- if(!rocks[i].image) continue;
- dest.x = rocks[i].x; dest.y = rocks[i].y;
- SDL_BlitSurface(rocks[i].image,NULL,surf_screen,&dest);
- }
-}
-
-int
-hit_in_bucket(Sprite *r, Sprite *s)
-{
- for(; r; r=r->next) {
- if(collide(r, s)) return true;
- }
- return false;
-}
-
-int
-hit_rocks(Sprite *s)
-{
- 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;
-}
-
-int
-pixel_hit_in_bucket(Sprite *r, float x, float y)
-{
- for(; r; r=r->next) {
- 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;
+ for(i=0; i<MAXROCKS; i++) draw_sprite(SPRITE(&rocks[i]));
}
void
-blast_rocks(float x, float y, float radius, int onlyslow)
+blast_rocks(float x, float y, float radius)
{
- int b;
+ int i;
Sprite *r;
float dx, dy, n;
- if(onlyslow) return;
-
- for(b=0; b<n_buckets; b++) {
- for(r=rock_buckets[p][b]; r; r=r->next) {
- 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<MAXROCKS; i++) {
+ if(rocks[i].sprite_type == NONE) continue;
+ r = SPRITE(&rocks[i]);
+ if(r->x <= 0) 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;
}
}
}
#include "sprite.h"
-int init_rocks(void);
+void load_rocks(void);
void reset_rocks(void);
void new_rocks(void);
-void move_rocks(void);
void draw_rocks(void);
-int hit_rocks(Sprite *s);
-int pixel_hit_rocks(float x, float y);
-
-void blast_rocks(float x, float y, float radius, int onlyslow);
+void blast_rocks(float x, float y, float radius);
#include <stdlib.h>
+#include <string.h>
+#include "config.h"
#include "common.h"
+#include "globals.h"
#include "sprite.h"
+#include "rocks.h"
-void
-load_sprite(Sprite *s, char *filename)
-{
- s->image = load_image(filename);
- if(s->image) get_shape(s);
-}
+SDL_Surface *load_image(char *filename);
+void load_ship(void);
-void
+// 2 sets of sprites, sorted by position
+static Sprite **sprites[2] = { NULL, NULL };
+
+// which set are we using?
+static int set = 0;
+
+// size of squares into which sprites are sorted.
+static int grid_size = 0;
+
+// screen size in grid squares.
+static int gw = 0, gh = 0;
+
+// lists of free sprites, by type.
+Sprite *free_sprites[N_TYPES];
+
+
+static void
get_shape(Sprite *s)
{
int x, y;
}
s->w = s->image->w; s->h = s->image->h;
- s->mask_w = ((s->image->w+31)>>5);
- s->mask = malloc(4*s->mask_w*s->h);
+ grid_size = max(grid_size, max(s->w, s->h));
+ s->mask_w = ((s->w+31)>>5);
+ s->mask = malloc(s->mask_w*s->h*sizeof(uint32_t));
if(!s->mask) {
fprintf(stderr, "get_shape(): can't allocate bitmask.\n");
exit(1);
SDL_UnlockSurface(s->image);
}
+
+void
+load_sprite(Sprite *s, char *filename)
+{
+ s->image = load_image(filename);
+ if(s->image) get_shape(s);
+}
+
+
+static void
+load_sprites(void)
+{
+ load_ship();
+ load_rocks();
+}
+
+
+void
+init_sprites(void)
+{
+ load_sprites();
+
+ grid_size = grid_size * 3 / 2;
+ gw = (XSIZE-1 + 2*grid_size) / grid_size;
+ gh = (YSIZE-1 + 2*grid_size) / grid_size;
+
+ sprites[0] = malloc(2 * gw * gh * sizeof(Sprite *));
+ sprites[1] = (void *)sprites[0] + gw * gh * sizeof(Sprite *);
+ if(!sprites[0]) {
+ fprintf(stderr, "init_sprites(): can't allocate grid squares.\n");
+ exit(1);
+ }
+ memset(sprites[0], 0, 2 * gw * gh * sizeof(Sprite *));
+ set = 0;
+}
+
+static inline Sprite **
+square(int x, int y, int set)
+{
+ int b = (x+grid_size)/grid_size + gw*((y+grid_size)/grid_size);
+ return &sprites[set][b];
+}
+
+void
+add_sprite(Sprite *s)
+{
+ insert_sprite(square(s->x, s->y, set), s);
+}
+
+void
+move_sprite(Sprite *s)
+{
+ // move it.
+ s->x += (s->dx - screendx)*t_frame;
+ s->y += (s->dy - screendy)*t_frame;
+}
+
+void
+sort_sprite(Sprite *s)
+{
+ // clip it, or sort it into the other set of sprites.
+ if(s->x + s->w < 0 || s->x >= XSIZE
+ || s->y + s->h < 0 || s->y >= YSIZE) {
+ insert_sprite(&free_sprites[s->type], s);
+ s->type = NONE;
+ } else insert_sprite(square(s->x, s->y, 1-set), s);
+}
+
+void
+move_sprites(void)
+{
+ int sq;
+ Sprite **head;
+
+ // Move all the sprites (position and set)
+ for(sq=0; sq<gw*gh; sq++) {
+ head=&sprites[set][sq];
+ while(*head) {
+ Sprite *s = remove_sprite(head);
+ move_sprite(s); sort_sprite(s);
+ }
+ }
+ set = 1-set; // switch to other set of sprites.
+}
+
+
static int
line_collide(int xov, unsigned bit, uint32_t *amask, uint32_t *bmask)
{
}
int
+hit_in_square(Sprite *r, Sprite *s)
+{
+ for(; r; r=r->next) {
+ if(collide(r, s)) return true;
+ }
+ return false;
+}
+
+int
+collides(Sprite *s)
+{
+ int l, r, t, b;
+ Sprite **sq;
+
+ 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;
+ sq = &sprites[set][l + t*gw];
+
+ if(hit_in_square(*sq, s)) return true;
+ if(l > 0 && hit_in_square(*(sq-1), s)) return true;
+ if(t > 0 && hit_in_square(*(sq-gw), s)) return true;
+ if(l > 0 && t > 0 && hit_in_square(*(sq-1-gw), s)) return true;
+
+ if(r > l) {
+ if(hit_in_square(*(sq+1), s)) return true;
+ if(t > 0 && hit_in_square(*(sq+1-gw), s)) return true;
+ }
+ if(b > t) {
+ if(hit_in_square(*(sq+gw), s)) return true;
+ if(l > 0 && hit_in_square(*(sq-1+gw), s)) return true;
+ }
+ if(r > l && b > t && hit_in_square(*(sq+1+gw), s)) return true;
+ return false;
+}
+
+int
pixel_collide(Sprite *s, int x, int y)
{
uint32_t pmask;
pmask = 0x80000000 >> (x&0x1f);
return s->mask[(y*s->mask_w) + (x>>5)] & pmask;
}
+
+int
+pixel_hit_in_square(Sprite *r, float x, float y)
+{
+ for(; r; r=r->next) {
+ if(pixel_collide(r, x, y)) return 1;
+ }
+ return 0;
+}
+
+int
+pixel_collides(float x, float y)
+{
+ int l, t;
+ Sprite **sq;
+
+ l = (x + grid_size) / grid_size; t = (y + grid_size) / grid_size;
+ sq = &sprites[set][l + t*gw];
+ if(pixel_hit_in_square(*sq, x, y)) return true;
+ if(l > 0 && pixel_hit_in_square(*(sq-1), x, y)) return true;
+ if(t > 0 && pixel_hit_in_square(*(sq-gw), x, y)) return true;
+ if(l > 0 && t > 0 && pixel_hit_in_square(*(sq-1-gw), x, y)) return true;
+ return false;
+}
-#ifndef VOR_SHAPE_H
-#define VOR_SHAPE_H
+#ifndef VOR_SPRITE_H
+#define VOR_SPRITE_H
#include <SDL.h>
#include <inttypes.h>
#define BASE_SPRITE 0
#define SHIP_SPRITE 1
#define ROCK_SPRITE 2
+#define N_TYPES 3
struct sprite {
- uint8_t type;
+ int8_t type;
Sprite *next;
float x, y;
float dx, dy;
uint32_t *mask;
};
-void get_shape(Sprite *s);
-int collide(Sprite *r, Sprite *s);
-int pixel_collide(Sprite *s, int x, int y);
+Sprite *free_sprites[N_TYPES]; // lists of free sprites, by type.
+void init_sprites(void);
+void add_sprite(Sprite *s);
+void move_sprite(Sprite *s);
+void move_sprites(void);
+
+int collides(Sprite *s);
+int pixel_collides(float x, float y);
+void load_sprite(Sprite *sprite, char *filename);
// extended sprites
struct ship {
// core sprite fields
- uint8_t sprite_type;
+ int8_t sprite_type;
struct ship *next;
float x, y;
float dx, dy;
struct rock {
// core sprite fields
- uint8_t sprite_type;
+ int8_t sprite_type;
struct rock *next;
float x, y;
float dx, dy;
int type;
};
-SDL_Surface *load_image(char *filename);
-void load_sprite(Sprite *sprite, char *filename);
-#endif // VOR_SHAPE_H
+
+static inline void
+insert_sprite(Sprite **head, Sprite *s)
+{
+ s->next = *head;
+ *head = s;
+}
+
+
+static inline Sprite *
+remove_sprite(Sprite **head)
+{
+ Sprite *s = *head;
+ *head = s->next;
+ return s;
+}
+
+
+static inline void
+draw_sprite(Sprite *s)
+{
+ SDL_Rect dest;
+ if(s->type == NONE) return;
+ dest.x = s->x; dest.y = s->y;
+ SDL_BlitSurface(s->image, NULL, surf_screen, &dest);
+}
+
+#endif // VOR_SPRITE_H