2018-02-16 18:11:26 +01:00
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/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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2018-02-03 23:39:49 +01:00
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#include <stdlib.h>
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2018-02-19 15:55:37 +01:00
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#include <stdarg.h>
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2018-02-03 23:39:49 +01:00
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#include "particle_engine.h"
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#include "linkedlist.h"
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#include "util.h"
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#include "defines.h"
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#include "vector2d.h"
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2018-02-15 14:45:20 +01:00
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#include "random.h"
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2018-02-03 23:39:49 +01:00
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typedef struct Particle_t {
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Position pos;
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Vector2d velocity;
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Dimension dim;
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unsigned int movetime;
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unsigned int lifetime;
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2018-03-15 11:30:18 +01:00
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bool fixed;
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2018-02-03 23:39:49 +01:00
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SDL_Color color;
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} Particle;
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typedef struct Engine_t {
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LinkedList *particles;
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} Engine;
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static Engine *engine = NULL;
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2018-03-15 11:30:18 +01:00
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static Particle*
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create_particle(void)
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{
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Particle *p = ec_malloc(sizeof(Particle));
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p->pos = (Position) { 0, 0 };
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p->dim = (Dimension) { 1, 1 };
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p->velocity = VECTOR2D_NODIR;
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p->movetime = 100;
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p->lifetime = 100;
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p->fixed = false;
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p->color = (SDL_Color) { 255, 255, 255, 255 };
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return p;
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}
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2018-02-03 23:39:49 +01:00
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static void
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check_engine(void)
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{
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if (!engine)
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fatal("Particle engine not initiated");
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}
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void
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particle_engine_init(void)
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{
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if (engine != NULL)
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fatal("Engine already initiated");
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engine = ec_malloc(sizeof(Engine));
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engine->particles = linkedlist_create();
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}
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void
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2018-02-09 13:55:57 +01:00
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particle_engine_bloodspray(Position pos, Dimension dim, unsigned int count)
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2018-02-03 23:39:49 +01:00
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{
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check_engine();
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2018-02-09 13:55:57 +01:00
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if (count > 100)
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count = 100;
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for (unsigned int i = 0; i < count; ++i) {
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2018-02-03 23:46:17 +01:00
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int x, y, xv, yv, w, h;
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unsigned int mt, lt;
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Particle *p;
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2018-02-15 14:45:20 +01:00
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x = get_random(dim.width) + pos.x;
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y = get_random(dim.height) + pos.y;
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2018-02-03 23:39:49 +01:00
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2018-02-15 14:45:20 +01:00
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xv = get_random(200) - 100;
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yv = get_random(200) - 100;
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2018-02-03 23:39:49 +01:00
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2018-02-15 14:45:20 +01:00
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mt = get_random(10) + 10;
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lt = get_random(120) + 60;
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2018-02-03 23:39:49 +01:00
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2018-02-15 14:45:20 +01:00
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w = get_random(3) + 2;
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h = get_random(3) + 2;
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2018-02-03 23:39:49 +01:00
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2018-03-15 11:30:18 +01:00
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p = create_particle();
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2018-02-03 23:39:49 +01:00
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p->pos = (Position) { x, y };
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2018-02-22 09:44:27 +01:00
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p->velocity = (Vector2d) { (float) xv, (float) yv };
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2018-02-03 23:39:49 +01:00
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p->movetime = mt;
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p->lifetime = lt;
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p->dim = (Dimension) { w, h };
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p->color = (SDL_Color) { 255, 0, 0, 255 };
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linkedlist_append(&engine->particles, p);
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}
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}
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2018-02-19 15:55:37 +01:00
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static void
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2018-02-28 22:31:38 +01:00
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create_explosion(Position pos, Dimension dim, unsigned int c_count, ...)
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2018-02-19 15:55:37 +01:00
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{
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SDL_Color *colors = ec_malloc(c_count * sizeof(SDL_Color));
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va_list(args);
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va_start(args, c_count);
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for (size_t i = 0; i < c_count; ++i) {
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colors[i] = va_arg(args, SDL_Color);
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}
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va_end(args);
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for (unsigned int i = 0; i < 150; ++i) {
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int x, y, xv, yv;
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unsigned int lt;
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Particle *p;
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x = get_random(dim.width) + pos.x;
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y = get_random(dim.height) + pos.y;
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xv = get_random(600) - 300;
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yv = get_random(600) - 300;
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lt = get_random(10);
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2018-03-15 11:30:18 +01:00
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p = create_particle();
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2018-02-19 15:55:37 +01:00
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p->pos = (Position) { x, y };
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2018-02-22 09:44:27 +01:00
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p->velocity = (Vector2d) { (float) xv, (float) yv };
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2018-02-19 15:55:37 +01:00
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p->movetime = lt;
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p->lifetime = lt;
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p->dim = (Dimension) { 2, 2 };
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2018-02-22 09:44:27 +01:00
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p->color = colors[get_random((unsigned int) c_count-1)];
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2018-02-19 15:55:37 +01:00
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linkedlist_append(&engine->particles, p);
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}
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2018-03-15 11:30:18 +01:00
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free(colors);
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2018-02-19 15:55:37 +01:00
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}
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void
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particle_engine_fire_explosion(Position pos, Dimension dim)
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{
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static SDL_Color red = { 255, 0, 0, 255 };
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static SDL_Color yellow = { 255, 255, 0, 255 };
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check_engine();
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create_explosion(pos, dim, 3, yellow, yellow, red);
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}
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void
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particle_engine_eldritch_explosion(Position pos, Dimension dim)
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{
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static SDL_Color green = { 0, 255, 0, 255 };
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check_engine();
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create_explosion(pos, dim, 1, green);
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}
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2018-03-01 19:37:57 +01:00
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void
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particle_engine_speed_lines(Position pos, Dimension dim, bool horizontal)
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{
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static SDL_Color color = { 0, 0, 255, 200 };
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2018-03-02 17:05:13 +01:00
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unsigned int count = (unsigned int) (dim.width + dim.height) / 2;
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2018-03-01 19:37:57 +01:00
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2018-03-02 17:05:13 +01:00
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if (dim.width == 0 || dim.height == 0)
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return;
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for (unsigned int i = 0; i < count; ++i) {
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2018-03-01 19:37:57 +01:00
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int x, y;
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unsigned int lt;
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Particle *p;
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x = get_random(dim.width) + pos.x;
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y = get_random(dim.height) + pos.y;
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lt = get_random(10);
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2018-03-15 11:30:18 +01:00
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p = create_particle();
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2018-03-01 19:37:57 +01:00
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p->pos = (Position) { x, y };
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p->velocity = (Vector2d) { 0, 0 };
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p->movetime = lt;
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p->lifetime = lt;
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if (horizontal)
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p->dim = (Dimension) { 20, 1 };
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else
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p->dim = (Dimension) { 2, 20 };
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p->color = color;
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linkedlist_append(&engine->particles, p);
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}
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}
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2018-03-15 11:30:18 +01:00
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void
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particle_engine_wind(Vector2d direction)
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{
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2018-03-15 16:30:41 +01:00
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static SDL_Color color = { 0, 0, 255, 255 };
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2018-03-15 11:30:18 +01:00
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unsigned int count = 5;
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Position pos = { 0, 0 };
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Dimension dim = { GAME_VIEW_WIDTH, GAME_VIEW_HEIGHT };
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if (dim.width == 0 || dim.height == 0)
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return;
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for (unsigned int i = 0; i < count; ++i) {
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int x, y;
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int w, h;
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unsigned int lt;
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Particle *p;
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int velocity;
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x = get_random(dim.width) + pos.x;
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y = get_random(dim.height) + pos.y;
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2018-03-15 16:30:41 +01:00
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w = get_random(2) + 2;
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h = get_random(2) + 2;
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2018-03-15 11:30:18 +01:00
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velocity = get_random(500) + 500;
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lt = get_random(500);
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p = create_particle();
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p->pos = (Position) { x, y };
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p->velocity = (Vector2d) { direction.x * (float) velocity, direction.y * (float) velocity };
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p->movetime = lt;
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p->lifetime = lt;
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p->dim = (Dimension) { w, h };
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p->color = color;
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p->fixed = true;
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linkedlist_append(&engine->particles, p);
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}
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}
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2018-02-03 23:39:49 +01:00
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static void
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move_particle(Particle *particle, float deltaTime)
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{
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if (!particle->movetime)
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return;
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2018-02-22 09:44:27 +01:00
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particle->pos.x += (int) (particle->velocity.x * deltaTime);
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particle->pos.y += (int) (particle->velocity.y * deltaTime);
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2018-02-03 23:39:49 +01:00
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}
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void
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particle_engine_update(float deltaTime)
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{
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check_engine();
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LinkedList *current, *last;
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current = engine->particles;
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last = NULL;
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while (current) {
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2018-02-06 09:11:04 +01:00
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Particle *particle = current->data;
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2018-02-03 23:39:49 +01:00
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if (particle->movetime)
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particle->movetime--;
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if (particle->lifetime > 0) {
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particle->lifetime--;
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move_particle(current->data, deltaTime);
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last = current;
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current = current->next;
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} else {
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if (!last) {
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engine->particles = current->next;
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free(current->data);
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free(current);
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current = engine->particles;
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} else {
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last->next = current->next;
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free(current->data);
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free(current);
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current = last->next;
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}
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}
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}
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}
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static void
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render_particle(Particle *p, Camera *cam)
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{
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2018-03-15 11:30:18 +01:00
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Position pos;
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if (p->fixed)
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pos = p->pos;
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else
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pos = camera_to_camera_position(cam, &p->pos);
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2018-03-15 16:30:41 +01:00
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// Make the particles look visible on all surfaces
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SDL_SetRenderDrawBlendMode(cam->renderer, SDL_BLENDMODE_MOD);
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2018-02-03 23:39:49 +01:00
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SDL_Rect box = { pos.x, pos.y, p->dim.width, p->dim.height };
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SDL_SetRenderDrawColor(cam->renderer,
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p->color.r,
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p->color.g,
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2018-02-19 15:55:37 +01:00
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p->color.b,
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2018-02-03 23:39:49 +01:00
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p->color.a);
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SDL_RenderFillRect(cam->renderer, &box);
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2018-03-15 16:30:41 +01:00
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// Reset the blend mode
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SDL_SetRenderDrawBlendMode(cam->renderer, SDL_BLENDMODE_BLEND);
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2018-02-03 23:39:49 +01:00
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}
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void
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particle_engine_render(Camera *cam)
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{
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check_engine();
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LinkedList *particles = engine->particles;
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while (particles) {
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render_particle(particles->data, cam);
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particles = particles->next;
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}
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}
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2018-02-14 11:00:34 +01:00
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void
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particle_engine_clear(void)
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{
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check_engine();
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while (engine->particles)
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free(linkedlist_pop(&engine->particles));
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}
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2018-02-03 23:39:49 +01:00
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void
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particle_engine_close(void)
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{
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check_engine();
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while (engine->particles)
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free(linkedlist_pop(&engine->particles));
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free(engine);
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engine = NULL;
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}
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