libsuperderpy/src/particle.c
Sebastian Krzyszkowiak 4da588cbb2
API consistency tweaks
2018-12-16 15:35:53 +01:00

236 lines
7 KiB
C

/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "internal.h"
// TODO: think about pre-allocating particle data
struct Particle {
struct Character* character;
bool active;
ParticleFunc* func;
struct ParticleState state;
void* data;
};
struct GravityParticleData {
double dx, dy;
double gravity;
double friction;
};
struct LinearParticleData {
double dx, dy;
};
struct FaderParticleData {
ParticleFunc* func;
void* data;
double delay;
double speed;
double time;
double fade;
};
SYMBOL_EXPORT void* GravityParticleData(double dx, double dy, double gravity, double friction) {
struct GravityParticleData* data = calloc(1, sizeof(struct GravityParticleData));
data->dx = dx;
data->dy = dy;
data->gravity = gravity;
data->friction = friction;
return data;
}
SYMBOL_EXPORT bool GravityParticle(struct Game* game, struct ParticleState* particle, double delta, void* d) {
struct GravityParticleData* data = d;
if (!particle) {
free(data);
return false;
}
data->dx *= (1.0 - (data->friction * delta / (1 / 60.0)));
data->dy += data->gravity * delta / (1 / 60.0);
particle->x += data->dx * delta / (1 / 60.0);
particle->y += data->dy * delta / (1 / 60.0);
return true;
}
SYMBOL_EXPORT void* LinearParticleData(double dx, double dy) {
struct LinearParticleData* data = calloc(1, sizeof(struct LinearParticleData));
data->dx = dx;
data->dy = dy;
return data;
}
SYMBOL_EXPORT bool LinearParticle(struct Game* game, struct ParticleState* particle, double delta, void* d) {
struct LinearParticleData* data = d;
if (!particle) {
free(data);
return false;
}
particle->x += data->dx * delta / (1 / 60.0);
particle->y += data->dy * delta / (1 / 60.0);
return true;
}
SYMBOL_EXPORT void* FaderParticleData(double delay, double speed, ParticleFunc* func, void* d) {
struct FaderParticleData* data = calloc(1, sizeof(struct FaderParticleData));
data->delay = delay;
data->data = d;
data->fade = 0.0;
data->func = func;
data->speed = speed;
data->time = 0.0;
return data;
}
SYMBOL_EXPORT bool FaderParticle(struct Game* game, struct ParticleState* particle, double delta, void* d) {
struct FaderParticleData* data = d;
if (!particle) {
data->func(game, particle, delta, data->data);
free(data);
return false;
}
data->time += delta;
float r, g, b, a;
al_unmap_rgba_f(particle->tint, &r, &g, &b, &a);
r /= 1.0 - data->fade;
g /= 1.0 - data->fade;
b /= 1.0 - data->fade;
a /= 1.0 - data->fade;
particle->tint = al_map_rgba_f(r, g, b, a);
if (!data->func(game, particle, delta, data->data)) {
data->fade = 1.0;
}
if (data->time > data->delay) {
data->fade += data->speed * delta / (1 / 60.0);
}
al_unmap_rgba_f(particle->tint, &r, &g, &b, &a);
r *= 1.0 - data->fade;
g *= 1.0 - data->fade;
b *= 1.0 - data->fade;
a *= 1.0 - data->fade;
particle->tint = al_map_rgba_f(r, g, b, a);
if (data->fade >= 1.0) {
data->func(game, NULL, delta, data->data);
free(data);
return false;
}
return true;
}
SYMBOL_EXPORT struct ParticleState SpawnParticleIn(float x, float y) {
return (struct ParticleState){.x = x, .y = y, .scaleX = 1.0, .scaleY = 1.0, .angle = 0.0, .tint = al_map_rgba(255, 255, 255, 255)};
}
SYMBOL_EXPORT struct ParticleState SpawnParticleBetween(float x1, float y1, float x2, float y2) {
float x = x1 + (x2 - x1) * rand() / RAND_MAX, y = y1 + (y2 - y1) * rand() / RAND_MAX;
return SpawnParticleIn(x, y);
}
SYMBOL_EXPORT struct ParticleBucket* CreateParticleBucket(struct Game* game, int size, bool growing) {
struct ParticleBucket* bucket = calloc(1, sizeof(struct ParticleBucket));
bucket->growing = growing;
bucket->size = size;
bucket->particles = calloc(size, sizeof(struct Particle));
for (int i = 0; i < size; i++) {
bucket->particles[i].character = CreateCharacter(game, NULL);
bucket->particles[i].character->shared = true;
}
return bucket;
}
SYMBOL_EXPORT void UpdateParticles(struct Game* game, struct ParticleBucket* bucket, double delta) {
int actives = 0;
for (int i = 0; i < bucket->size; i++) {
if (bucket->particles[i].active) {
if (bucket->particles[i].func(game, &bucket->particles[i].state, delta, bucket->particles[i].data)) {
actives++;
SetCharacterPositionF(game, bucket->particles[i].character, bucket->particles[i].state.x, bucket->particles[i].state.y, bucket->particles[i].state.angle);
AnimateCharacter(game, bucket->particles[i].character, delta, 1.0);
bucket->particles[i].character->scaleX = bucket->particles[i].state.scaleX;
bucket->particles[i].character->scaleY = bucket->particles[i].state.scaleY;
bucket->particles[i].character->tint = bucket->particles[i].state.tint;
} else {
bucket->particles[i].active = false;
bucket->active--;
}
}
if (actives >= bucket->active) {
return;
}
}
}
SYMBOL_EXPORT void DrawParticles(struct Game* game, struct ParticleBucket* bucket) {
bool was_held = al_is_bitmap_drawing_held();
al_hold_bitmap_drawing(true);
for (int i = 0; i < bucket->size; i++) {
if (bucket->particles[i].active) {
DrawCharacter(game, bucket->particles[i].character);
}
}
al_hold_bitmap_drawing(was_held);
}
SYMBOL_EXPORT void EmitParticle(struct Game* game, struct ParticleBucket* bucket, struct Character* archetype, ParticleFunc* func, struct ParticleState state, void* data) {
if (bucket->size == bucket->active) {
if (bucket->growing) {
PrintConsole(game, "ERROR: Growing ParticleBucket is not implemented yet! Increase its size (current: %d)", bucket->size);
} else {
PrintConsole(game, "ERROR: ParticleBucket is full, increase its size (current: %d)", bucket->size);
}
return;
}
while (bucket->particles[bucket->last].active) {
bucket->last++;
if (bucket->last == bucket->size) {
bucket->last = 0;
}
}
bucket->particles[bucket->last].active = true;
bucket->particles[bucket->last].func = func;
bucket->particles[bucket->last].state = state;
bucket->particles[bucket->last].data = data;
CopyCharacter(game, archetype, bucket->particles[bucket->last].character);
bucket->active++;
bucket->last++;
if (bucket->last == bucket->size) {
bucket->last = 0;
}
}
SYMBOL_EXPORT void DestroyParticleBucket(struct Game* game, struct ParticleBucket* bucket) {
for (int i = 0; i < bucket->size; i++) {
if (bucket->particles[i].active) {
bucket->particles[i].func(game, NULL, 0.0, bucket->particles[i].data);
}
DestroyCharacter(game, bucket->particles[i].character);
}
free(bucket->particles);
free(bucket);
}