MuckyFoot-UrbanChaos/thrust/orb.cpp

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2017-05-20 03:14:17 +02:00
//
// The orbs
//
#include "always.h"
#include "land.h"
#include "orb.h"
#include "os.h"
//
// The orbs.
//
ORB_Orb ORB_orb[ORB_MAX_ORBS];
//
// The texture we draw the orbs with.
//
OS_Texture *ORB_ot;
void ORB_init()
{
memset(ORB_orb, 0, sizeof(ORB_orb));
ORB_ot = OS_texture_create("orb.tga");
}
ORB_Orb *ORB_create(float x, float y, float radius)
{
SLONG i;
ORB_Orb *oo;
for (i = 0; i < ORB_MAX_ORBS; i++)
{
oo = &ORB_orb[i];
if (oo->flag & ORB_FLAG_USED)
{
//
// Already in use.
//
}
else
{
#define ORB_DENSITY (1.0F)
oo->flag = ORB_FLAG_USED;
oo->x = x;
oo->y = y;
oo->dx = 0;
oo->dy = 0;
oo->radius = radius;
oo->mass = radius * radius * radius * 4.0F * PI / 3.0F * ORB_DENSITY;
return oo;
}
}
return NULL;
}
void ORB_process_one(ORB_Orb *oo)
{
oo->dy -= 0.00007F;
oo->dx *= 0.999F;
oo->dy *= 0.999F;
if (fabs(oo->dx) < 0.00001F) {oo->dx = 0.0F;}
if (fabs(oo->dy) < 0.00001F) {oo->dy = 0.0F;}
oo->x += oo->dx;
oo->y += oo->dy;
if (oo->x < -ORB_ARENA) {oo->dx = fabs(oo->dx);}
if (oo->y < -ORB_ARENA) {oo->dy = fabs(oo->dy);}
if (oo->x > ORB_ARENA) {oo->dx = -fabs(oo->dx);}
if (oo->y > ORB_ARENA) {oo->dy = -fabs(oo->dy);}
//
// Collide with the landscape.
//
float nx;
float ny;
oo->flag &= ~ORB_FLAG_COLLIDED;
if (LAND_collide_sphere(oo->x, oo->y, oo->radius, &nx, &ny))
{
//
// Bounce the ship against the normal.
//
float dprod;
dprod = oo->dx*nx + oo->dy*ny;
oo->dx -= nx * dprod * 2.0F;
oo->dy -= ny * dprod * 2.0F;
//
// Make sure the ship is moving on a positive direction
// along the normal of the collision point.
//
dprod = oo->dx*nx + oo->dy*ny;
if (dprod < 0.0F)
{
oo->dx = -oo->dx;
oo->dy = -oo->dy;
}
oo->x += oo->dx;
oo->y += oo->dy;
oo->flag |= ORB_FLAG_COLLIDED;
}
}
void ORB_process_all()
{
SLONG i;
ORB_Orb *oo;
for (i = 0; i < ORB_MAX_ORBS; i++)
{
oo = &ORB_orb[i];
if (oo->flag & ORB_FLAG_USED)
{
ORB_process_one(oo);
}
}
}
void ORB_draw_all(float mid_x, float mid_y, float zoom)
{
SLONG i;
ORB_Orb *oo;
OS_Buffer *ob;
ob = OS_buffer_new();
for (i = 0; i < ORB_MAX_ORBS; i++)
{
oo = &ORB_orb[i];
if (oo->flag & ORB_FLAG_USED)
{
OS_buffer_add_sprite_rot(
ob,
0.5F + (oo->x - mid_x) * zoom,
0.5F - (oo->y - mid_y) * zoom * 1.33F,
oo->radius * zoom,
0.0F);
}
}
OS_buffer_draw(ob, ORB_ot, NULL, OS_DRAW_ADD);
}