ddnet/src/game/client/components/flow.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include "flow.h"
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#include <engine/graphics.h>
#include <game/layers.h>
#include <game/mapitems.h>
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CFlow::CFlow()
{
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m_pCells = 0;
m_Height = 0;
m_Width = 0;
m_Spacing = 16;
}
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void CFlow::DbgRender()
{
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if(!m_pCells)
return;
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IGraphics::CLineItem Array[1024];
int NumItems = 0;
Graphics()->TextureClear();
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Graphics()->LinesBegin();
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for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width; x++)
{
vec2 Pos(x * m_Spacing, y * m_Spacing);
vec2 Vel = m_pCells[y * m_Width + x].m_Vel * 0.01f;
Array[NumItems++] = IGraphics::CLineItem(Pos.x, Pos.y, Pos.x + Vel.x, Pos.y + Vel.y);
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if(NumItems == 1024)
{
Graphics()->LinesDraw(Array, 1024);
NumItems = 0;
}
}
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if(NumItems)
Graphics()->LinesDraw(Array, NumItems);
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Graphics()->LinesEnd();
}
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void CFlow::Init()
{
free(m_pCells);
m_pCells = 0;
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CMapItemLayerTilemap *pTilemap = Layers()->GameLayer();
m_Width = pTilemap->m_Width * 32 / m_Spacing;
m_Height = pTilemap->m_Height * 32 / m_Spacing;
// allocate and clear
m_pCells = (CCell *)calloc((size_t)m_Width * m_Height, sizeof(CCell));
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for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width; x++)
m_pCells[y * m_Width + x].m_Vel = vec2(0.0f, 0.0f);
}
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void CFlow::Update()
{
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if(!m_pCells)
return;
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for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width; x++)
m_pCells[y * m_Width + x].m_Vel *= 0.85f;
}
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vec2 CFlow::Get(vec2 Pos)
{
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if(!m_pCells)
return vec2(0, 0);
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int x = (int)(Pos.x / m_Spacing);
int y = (int)(Pos.y / m_Spacing);
if(x < 0 || y < 0 || x >= m_Width || y >= m_Height)
return vec2(0, 0);
return m_pCells[y * m_Width + x].m_Vel;
}
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void CFlow::Add(vec2 Pos, vec2 Vel, float Size)
{
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if(!m_pCells)
return;
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int x = (int)(Pos.x / m_Spacing);
int y = (int)(Pos.y / m_Spacing);
if(x < 0 || y < 0 || x >= m_Width || y >= m_Height)
return;
m_pCells[y * m_Width + x].m_Vel += Vel;
}