ddnet/src/game/client/gc_flow.cpp

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#include <engine/e_client_interface.h>
#include <engine/e_config.h>
#include "gc_client.hpp"
2008-08-17 08:52:24 +00:00
#include "../layers.hpp"
struct FLOWCELL
{
vec2 vel;
};
static FLOWCELL *cells = 0;
static int height = 0;
static int width = 0;
static int spacing = 16;
void flow_init()
{
if(cells)
{
mem_free(cells);
cells = 0;
}
MAPITEM_LAYER_TILEMAP *tilemap = layers_game_layer();
width = tilemap->width*32/spacing;
height = tilemap->height*32/spacing;
// allocate and clear
cells = (FLOWCELL *)mem_alloc(sizeof(FLOWCELL)*width*height, 1);
for(int y = 0; y < height; y++)
for(int x = 0; x < width; x++)
cells[y*width+x].vel = vec2(0.0f, 0.0f);
}
void flow_update()
{
if(!config.cl_flow)
return;
for(int y = 0; y < height; y++)
for(int x = 0; x < width; x++)
cells[y*width+x].vel *= 0.85f;
}
void flow_dbg_render()
{
if(!config.cl_flow)
return;
gfx_texture_set(-1);
gfx_lines_begin();
for(int y = 0; y < height; y++)
for(int x = 0; x < width; x++)
{
vec2 pos(x*spacing, y*spacing);
vec2 vel = cells[y*width+x].vel * 0.01f;
gfx_lines_draw(pos.x, pos.y, pos.x+vel.x, pos.y+vel.y);
}
gfx_lines_end();
}
void flow_add(vec2 pos, vec2 vel, float size)
{
if(!config.cl_flow)
return;
int x = (int)(pos.x / spacing);
int y = (int)(pos.y / spacing);
if(x < 0 || y < 0 || x >= width || y >= height)
return;
cells[y*width+x].vel += vel;
}
vec2 flow_get(vec2 pos)
{
if(!config.cl_flow)
return vec2(0,0);
int x = (int)(pos.x / spacing);
int y = (int)(pos.y / spacing);
if(x < 0 || y < 0 || x >= width || y >= height)
return vec2(0,0);
return cells[y*width+x].vel;
}