#include #include #include #include "config.h" #include "common.h" #include "globals.h" #include "sprite.h" #include "rocks.h" SDL_Surface *load_image(char *filename); void load_ship(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; uint16_t *px, transp; uint32_t bits = 0, bit, *p; s->area = 0; if(s->image->format->BytesPerPixel != 2) { fprintf(stderr, "get_shape(): not a 16-bit image!\n"); exit(1); } s->w = s->image->w; s->h = s->image->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); } if(SDL_MUSTLOCK(s->image)) { SDL_LockSurface(s->image); } px = s->image->pixels; transp = s->image->format->colorkey; p = s->mask; for(y=0; yimage->h; y++) { bit = 0; for(x=0; ximage->w; x++) { if(!bit) { bits = 0; bit = 0x80000000; } if(*px++ != transp) { bits |= bit; s->area++; } bit >>= 1; if(!bit || x == s->image->w - 1) { *(p++) = bits; } } px = (uint16_t *) ((uint8_t *) px + s->image->pitch - 2*s->image->w); } if(SDL_MUSTLOCK(s->image)) { 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 + 2*grid_size) / grid_size; // -grid-size to XSIZE inclusive (so sprites can be just off either edge) gh = (YSIZE + 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); if(b >= gw*gh || b < 0) { fprintf(stderr, "square(%i, %i, %i) = %i\n", x, y, set, b); ((int*)0)[0] = 0; } return &sprites[set][b]; } void add_sprite(Sprite *s) { insert_sprite(square(s->x, s->y, set), s); } void reset_sprites(void) { int i; for(i=0; itype], s); s->flags = 0; } } void move_sprite(Sprite *s) { if(s->flags & MOVE) { 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->flags = 0; } else insert_sprite(square(s->x, s->y, 1-set), s); } void move_sprites(void) { int sq; Sprite **head; // Move all the sprites for(sq=0; sq> 5; uint32_t abits; for(i=0; i> (32-bit); if(abits & *bmask++) return true; } abits = *amask << bit; if(abits & *bmask) return true; return false; } // xov: number of bits/pixels of horizontal overlap // yov: number of bits/pixels of vertical overlap static int mask_collide(int xov, int yov, Sprite *a, Sprite *b) { int y; int xoffset = a->w - xov; int word = xoffset >> 5, bit = xoffset & 31; uint32_t *amask = a->mask, *bmask = b->mask; if(yov > 0) { amask = a->mask + ((a->h - yov) * a->mask_w) + word; bmask = b->mask; } else { yov = -yov; amask = a->mask + word; bmask = b->mask + ((b->h - yov) * b->mask_w); } for(y=0; ymask_w; bmask += b->mask_w; } return 0; } int collide(Sprite *a, Sprite *b) { int dx, dy, xov, yov; if(!COLLIDES(a) || !COLLIDES(b)) return false; if(b->x < a->x) { Sprite *tmp = a; a = b; b = tmp; } dx = b->x - a->x; dy = b->y - a->y; xov = max(min(a->w - dx, b->w), 0); if(dy >= 0) yov = max(min(a->h - dy, b->h), 0); else yov = -max(min(b->h - -dy, a->h), 0); if(xov == 0 || yov == 0) return false; else return mask_collide(xov, yov, a, b); } void collide_with_list(Sprite *s, Sprite *list) { for(; list; list=list->next) if(collide(s, list)) do_collision(s, list); } void collisions(void) { int i, end = gw*gh; Sprite *s; for(i=0; inext) { collide_with_list(s, s->next); if(i+1 < end) collide_with_list(s, sprites[set][i+1]); if(i+gw < end) collide_with_list(s, sprites[set][i+gw]); if(i+gw+1 < end) collide_with_list(s, sprites[set][i+gw+1]); } } } int pixel_collide(Sprite *s, int x, int y) { uint32_t pmask; if(!COLLIDES(s)) return false; if(x < s->x || y < s->y || x >= s->x + s->w || y >= s->y + s->h) return 0; x -= s->x; y -= s->y; pmask = 0x80000000 >> (x&0x1f); return s->mask[(y*s->mask_w) + (x>>5)] & pmask; } Sprite * pixel_hit_in_square(Sprite *r, float x, float y) { for(; r; r=r->next) { if(COLLIDES(r) && pixel_collide(r, x, y)) return r; } return 0; } Sprite * pixel_collides(float x, float y) { int l, t; Sprite **sq; Sprite *ret; l = (x + grid_size) / grid_size; t = (y + grid_size) / grid_size; sq = &sprites[set][l + t*gw]; if((ret = pixel_hit_in_square(*sq, x, y))) return ret; if(l > 0 && (ret = pixel_hit_in_square(*(sq-1), x, y))) return ret; if(t > 0 && (ret = pixel_hit_in_square(*(sq-gw), x, y))) return ret; if(l > 0 && t > 0 && (ret = pixel_hit_in_square(*(sq-1-gw), x, y))) return ret; return 0; } float sprite_mass(Sprite *s) { if(s->type == SHIP) return s->area; else if(s->type == ROCK) return 3 * s->area; else return 0; } /* * BOUNCE THEORY * * ****************** In 1 Dimension ***************** * * For now we will imagine bouncing A and B off each other in 1 dimension (along * a line). We can safely save the other dimension for later. * * A and B are the same weight, and are both traveling 1m/sec, to collide right * at the origin. With perfect bounciness, their full momentum is reversed. * * If we cut the weight of A down by half, then the center of our colision will * drift towards A (the speeds of A and B are not simply reversed as in our last * example.) However, there is always a place between A and B on the line (I'll * call it x) such that the speeds of A and B relative to x, are simply * reversed. Thus we can find the new speed for A like so: * * new A = x -(A - x) * * new B = x -(B - x) * * or, simply: * * new A = 2x - A * * new B = 2x - B * * * this point x is the sort of center of momentum. If, instead of bouncing, A * and B just globbed together, x would be center of the new glob. * * x is the point where there's an equal amount of force coming in from both * sides. ie the weighted average of the speeds of A and B. * * average force = (A force + B force) / total mass * * x.speed = (a.speed * a.mass + b.speed * b.mass) / (a.mass + b.mas) * * then we apply the formula above for calculating the new A and B. * * * * * ****************** In 2 Dimensions ***************** * * OK, that's how we do it in 1D. Now we need to deal with 2D. * * Imagine (or draw) the two balls just as they are bouncing off each other. * Imagine drawing a line through the centers of the balls. The balls are * exerting force on each other only along this axis. So if we rotate * everything, we can do our earlier 1D math along this line. * * It doesn't matter what direction the balls are going in, they only exert * force on each other along this line. What we will do is to compute the part * of the balls' momentum that is going along this line, and bounce it according * to our math above. The other part is unaffected by the bounce, and we can * just leave it alone. * * To get this component of the balls' momentum, we can use the dot product. * * dot(U, V) = length(U) * length(V) * cos(angle between U and V) * * If U is a length 1 vector, then dot(U, V) is the length of the component of V * in the direction of U. So the components of V are: * * U * dot(U, V) parallel to U * * V - U * dot(U, V) perpendicular to U * * To do the actual bounce, we compute the unit vector between the center of the * two balls, compute the components of the balls' speeds along this vector (A * and B), and then bounce them according to the math above: * * new A = 2x - A * * new B = 2x - B * * But we rewrite it in relative terms: * * new A = A + 2(x-A) * * new B = B + 2(x-B) */ void bounce(Sprite *a, Sprite *b) { float x, y, n; // (x, y) is unit vector from a to b. float va, vb; // va, vb are balls' speeds along (x, y) float ma, mb; // ma, mb are the balls' masses. float vc; // vc is the "center of momentum" // (x, y) is unit vector pointing from A's center to B's center. x = (b->x + b->w / 2) - (a->x + a->w / 2); y = (b->y + b->h / 2) - (a->y + a->h / 2); n = sqrt(x*x + y*y); x /= n; y /= n; // velocities along (x, y) va = x*a->dx + y*a->dy; vb = x*b->dx + y*b->dy; if(vb-va > 0) return; // don't bounce if we're already moving away. // get masses and compute "center" speed ma = sprite_mass(a); mb = sprite_mass(b); vc = (va*ma + vb*mb) / (ma+mb); // bounce off the center speed. a->dx += 2*x*(vc-va); a->dy += 2*y*(vc-va); b->dx += 2*x*(vc-vb); b->dy += 2*y*(vc-vb); }