1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203
|
#include <SDL_image.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "common.h"
#include "vorconfig.h"
#include "file.h"
#include "globals.h"
#include "mt.h"
#include "rocks.h"
#include "sprite.h"
static struct rock rocks[MAXROCKS];
static struct rock prototypes[NROCKS];
// timers for rock generation.
static float rtimers[4];
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.
#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 (+/-)
void
reset_rocks(void)
{
nrocks = initial_rocks;
nrocks_inc_ticks = 2*60*20/(final_rocks-initial_rocks);
nrocks_timer = 0;
}
#define ROCK_LEN sizeof("rockXX.png")
void
load_rocks(void)
{
int i;
char a[ROCK_LEN];
for(i=0; i<NROCKS; i++) {
snprintf(a, ROCK_LEN, "rock%02d.png", i);
load_sprite(SPRITE(&prototypes[i]), a);
prototypes[i].sprite_type = ROCK;
prototypes[i].flags = MOVE|DRAW|COLLIDE;
}
memset(rocks, 0, MAXROCKS*sizeof(struct rock));
for(i=1; i<MAXROCKS; i++) rocks[i].next = &rocks[i-1];
free_sprites[ROCK] = SPRITE(&rocks[MAXROCKS-1]);
reset_rocks();
}
enum { LEFT, RIGHT, TOP, BOTTOM };
// compute the number of rocks/tick that should be coming from each side,
// and the speed ranges of rocks coming from each side
void
rock_sides(float *ti, float *speed_min, float *speed_max)
{
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;
}
} 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 {
// 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
new_rocks(void)
{
int i, type;
struct rock *r;
float ti[4];
float rmin[4];
float rmax[4];
if(nrocks < final_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_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;
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->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->image->w;
r->y = -r->image->h;
r->dx = RDX*crnd();
r->dy = weighted_rnd_range(rmin[i], rmax[i]) + screendy;
break;
}
add_sprite(SPRITE(r));
}
}
}
void
draw_rocks(void)
{
int i;
for(i=0; i<MAXROCKS; i++) draw_sprite(SPRITE(&rocks[i]));
}
|