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authorVito Caputo <vcaputo@pengaru.com>2022-07-20 21:06:31 -0700
committerVito Caputo <vcaputo@pengaru.com>2022-07-20 21:06:31 -0700
commitb38db01c835fa222aa11ace3a2d84095fe2c3f83 (patch)
tree18464eac0c46a1e8a82f96faadc370066d8bf61c /src/modules/sparkler/simple.c
parentb68ec04f86f83ba3d7926ffafc1d8a6456e72c05 (diff)
modules/sparkler: s/rand/rand_r/ and wire up seed
This is a little contorted but not too bad. The input to particles_new() is just a const conf struct, so instead of passing in the seed value for particles_t to contain, a pointer to where the seed lives is passed in via the conf. This requires the caller to persist a seed somewhere outside the particles instance, but at least in rototiller we already have that conveniently in til_module_context_t.
Diffstat (limited to 'src/modules/sparkler/simple.c')
-rw-r--r--src/modules/sparkler/simple.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/modules/sparkler/simple.c b/src/modules/sparkler/simple.c
index 78e415b..3bc3076 100644
--- a/src/modules/sparkler/simple.c
+++ b/src/modules/sparkler/simple.c
@@ -28,8 +28,8 @@ static int simple_init(particles_t *particles, const particles_conf_t *conf, par
{
simple_ctxt_t *ctxt = p->ctxt;
- ctxt->decay_rate = rand_within_range(SIMPLE_MIN_DECAY_RATE, SIMPLE_MAX_DECAY_RATE);
- ctxt->lifetime = ctxt->longevity = rand_within_range(SIMPLE_MIN_LIFETIME, SIMPLE_MAX_LIFETIME);
+ ctxt->decay_rate = rand_within_range(conf->seedp, SIMPLE_MIN_DECAY_RATE, SIMPLE_MAX_DECAY_RATE);
+ ctxt->lifetime = ctxt->longevity = rand_within_range(conf->seedp, SIMPLE_MIN_LIFETIME, SIMPLE_MAX_LIFETIME);
if (!p->props->of_use) {
/* everything starts from the bottom center */
@@ -38,12 +38,12 @@ static int simple_init(particles_t *particles, const particles_conf_t *conf, par
p->props->position.z = 0;
/* TODO: direction random-ish within the range of a narrow upward facing cone */
- p->props->direction.x = (float)(rand_within_range(0, 6) - 3) * .1f;
- p->props->direction.y = 1.0f + (float)(rand_within_range(0, 6) - 3) * .1f;
- p->props->direction.z = (float)(rand_within_range(0, 6) - 3) * .1f;
+ p->props->direction.x = (float)(rand_within_range(conf->seedp, 0, 6) - 3) * .1f;
+ p->props->direction.y = 1.0f + (float)(rand_within_range(conf->seedp, 0, 6) - 3) * .1f;
+ p->props->direction.z = (float)(rand_within_range(conf->seedp, 0, 6) - 3) * .1f;
p->props->direction = v3f_normalize(&p->props->direction);
- p->props->velocity = (float)rand_within_range(300, 800) / 100000.0;
+ p->props->velocity = (float)rand_within_range(conf->seedp, 300, 800) / 100000.0;
p->props->drag = 0.03;
p->props->mass = 0.3;
@@ -70,7 +70,7 @@ static particle_status_t simple_sim(particles_t *particles, const particles_conf
/* create particles inheriting our type based on some silly conditions, with some tweaks to their direction */
if (ctxt->longevity == 42 || (ctxt->longevity > 500 && !(ctxt->longevity % 50))) {
- int i, num = rand_within_range(SIMPLE_MIN_SPAWN, SIMPLE_MAX_SPAWN);
+ int i, num = rand_within_range(conf->seedp, SIMPLE_MIN_SPAWN, SIMPLE_MAX_SPAWN);
for (i = 0; i < num; i++) {
particle_props_t props = *p->props;
@@ -78,14 +78,14 @@ static particle_status_t simple_sim(particles_t *particles, const particles_conf
if (i == (SIMPLE_MAX_SPAWN - 2)) {
ops = &rocket_ops;
- props.velocity = (float)rand_within_range(60, 100) / 1000000.0;
+ props.velocity = (float)rand_within_range(conf->seedp, 60, 100) / 1000000.0;
} else {
- props.velocity = (float)rand_within_range(30, 100) / 10000.0;
+ props.velocity = (float)rand_within_range(conf->seedp, 30, 100) / 10000.0;
}
- props.direction.x += (float)(rand_within_range(0, 315 * 2) - 315) / 100.0;
- props.direction.y += (float)(rand_within_range(0, 315 * 2) - 315) / 100.0;
- props.direction.z += (float)(rand_within_range(0, 315 * 2) - 315) / 100.0;
+ props.direction.x += (float)(rand_within_range(conf->seedp, 0, 315 * 2) - 315) / 100.0;
+ props.direction.y += (float)(rand_within_range(conf->seedp, 0, 315 * 2) - 315) / 100.0;
+ props.direction.z += (float)(rand_within_range(conf->seedp, 0, 315 * 2) - 315) / 100.0;
props.direction = v3f_normalize(&props.direction);
particles_spawn_particle(particles, p, &props, ops); // XXX
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