2008-01-29 21:39:41 +00:00
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#include <engine/e_client_interface.h>
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#include <engine/e_config.h>
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2008-06-12 12:09:34 +00:00
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#include "gc_client.hpp"
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2008-08-17 08:52:24 +00:00
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#include "../layers.hpp"
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2008-01-29 21:39:41 +00:00
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struct FLOWCELL
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{
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vec2 vel;
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};
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static FLOWCELL *cells = 0;
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static int height = 0;
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static int width = 0;
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static int spacing = 16;
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void flow_init()
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{
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if(cells)
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{
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mem_free(cells);
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cells = 0;
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}
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MAPITEM_LAYER_TILEMAP *tilemap = layers_game_layer();
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width = tilemap->width*32/spacing;
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height = tilemap->height*32/spacing;
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// allocate and clear
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cells = (FLOWCELL *)mem_alloc(sizeof(FLOWCELL)*width*height, 1);
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for(int y = 0; y < height; y++)
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for(int x = 0; x < width; x++)
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cells[y*width+x].vel = vec2(0.0f, 0.0f);
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}
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void flow_update()
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{
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if(!config.cl_flow)
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return;
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for(int y = 0; y < height; y++)
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for(int x = 0; x < width; x++)
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cells[y*width+x].vel *= 0.85f;
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}
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void flow_dbg_render()
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{
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if(!config.cl_flow)
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return;
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gfx_texture_set(-1);
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gfx_lines_begin();
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for(int y = 0; y < height; y++)
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for(int x = 0; x < width; x++)
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{
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vec2 pos(x*spacing, y*spacing);
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vec2 vel = cells[y*width+x].vel * 0.01f;
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gfx_lines_draw(pos.x, pos.y, pos.x+vel.x, pos.y+vel.y);
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}
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gfx_lines_end();
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}
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void flow_add(vec2 pos, vec2 vel, float size)
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{
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if(!config.cl_flow)
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return;
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int x = (int)(pos.x / spacing);
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int y = (int)(pos.y / spacing);
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if(x < 0 || y < 0 || x >= width || y >= height)
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return;
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cells[y*width+x].vel += vel;
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}
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vec2 flow_get(vec2 pos)
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{
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if(!config.cl_flow)
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return vec2(0,0);
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int x = (int)(pos.x / spacing);
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int y = (int)(pos.y / spacing);
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if(x < 0 || y < 0 || x >= width || y >= height)
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return vec2(0,0);
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return cells[y*width+x].vel;
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}
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