| 1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
| 2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
| 3 | #include "flow.h" |
| 4 | |
| 5 | #include <engine/graphics.h> |
| 6 | |
| 7 | #include <game/layers.h> |
| 8 | #include <game/mapitems.h> |
| 9 | |
| 10 | CFlow::CFlow() |
| 11 | { |
| 12 | m_pCells = nullptr; |
| 13 | m_Height = 0; |
| 14 | m_Width = 0; |
| 15 | m_Spacing = 16; |
| 16 | } |
| 17 | |
| 18 | void CFlow::DbgRender() |
| 19 | { |
| 20 | if(!m_pCells) |
| 21 | return; |
| 22 | |
| 23 | Graphics()->TextureClear(); |
| 24 | IGraphics::CLineItemBatch LineItemBatch; |
| 25 | Graphics()->LinesBatchBegin(pBatch: &LineItemBatch); |
| 26 | for(int y = 0; y < m_Height; y++) |
| 27 | { |
| 28 | for(int x = 0; x < m_Width; x++) |
| 29 | { |
| 30 | vec2 Pos(x * m_Spacing, y * m_Spacing); |
| 31 | vec2 Vel = m_pCells[y * m_Width + x].m_Vel * 0.01f; |
| 32 | const IGraphics::CLineItem Item = IGraphics::CLineItem(Pos.x, Pos.y, Pos.x + Vel.x, Pos.y + Vel.y); |
| 33 | Graphics()->LinesBatchDraw(pBatch: &LineItemBatch, pArray: &Item, Num: 1); |
| 34 | } |
| 35 | } |
| 36 | Graphics()->LinesBatchEnd(pBatch: &LineItemBatch); |
| 37 | } |
| 38 | |
| 39 | void CFlow::Init() |
| 40 | { |
| 41 | free(ptr: m_pCells); |
| 42 | m_pCells = nullptr; |
| 43 | |
| 44 | CMapItemLayerTilemap *pTilemap = Layers()->GameLayer(); |
| 45 | m_Width = pTilemap->m_Width * 32 / m_Spacing; |
| 46 | m_Height = pTilemap->m_Height * 32 / m_Spacing; |
| 47 | |
| 48 | // allocate and clear |
| 49 | m_pCells = (CCell *)calloc(nmemb: (size_t)m_Width * m_Height, size: sizeof(CCell)); |
| 50 | for(int y = 0; y < m_Height; y++) |
| 51 | for(int x = 0; x < m_Width; x++) |
| 52 | m_pCells[y * m_Width + x].m_Vel = vec2(0.0f, 0.0f); |
| 53 | } |
| 54 | |
| 55 | void CFlow::Update() |
| 56 | { |
| 57 | if(!m_pCells) |
| 58 | return; |
| 59 | |
| 60 | for(int y = 0; y < m_Height; y++) |
| 61 | for(int x = 0; x < m_Width; x++) |
| 62 | m_pCells[y * m_Width + x].m_Vel *= 0.85f; |
| 63 | } |
| 64 | |
| 65 | vec2 CFlow::Get(vec2 Pos) |
| 66 | { |
| 67 | if(!m_pCells) |
| 68 | return vec2(0, 0); |
| 69 | |
| 70 | int x = (int)(Pos.x / m_Spacing); |
| 71 | int y = (int)(Pos.y / m_Spacing); |
| 72 | if(x < 0 || y < 0 || x >= m_Width || y >= m_Height) |
| 73 | return vec2(0, 0); |
| 74 | |
| 75 | return m_pCells[y * m_Width + x].m_Vel; |
| 76 | } |
| 77 | |
| 78 | void CFlow::Add(vec2 Pos, vec2 Vel, float Size) |
| 79 | { |
| 80 | if(!m_pCells) |
| 81 | return; |
| 82 | |
| 83 | int x = (int)(Pos.x / m_Spacing); |
| 84 | int y = (int)(Pos.y / m_Spacing); |
| 85 | if(x < 0 || y < 0 || x >= m_Width || y >= m_Height) |
| 86 | return; |
| 87 | |
| 88 | m_pCells[y * m_Width + x].m_Vel += Vel; |
| 89 | } |
| 90 | |