#include #include "til_fb.h" #include "helpers.h" #include "particle.h" #include "particles.h" /* a "rocket" particle type */ #define ROCKET_MAX_DECAY_RATE 20 #define ROCKET_MIN_DECAY_RATE 2 #define ROCKET_MAX_LIFETIME 500 #define ROCKET_MIN_LIFETIME 300 #define ROCKETS_MAX 20 #define ROCKETS_XPLODE_MIN_SIZE 2000 #define ROCKETS_XPLODE_MAX_SIZE 8000 extern particle_ops_t burst_ops; extern particle_ops_t spark_ops; extern particle_ops_t xplode_ops; static unsigned rockets_cnt; typedef struct rocket_ctxt_t { int decay_rate; int longevity; v3f_t wander; float last_velocity; /* cache velocity to sense violent accelerations and explode when they happen */ } rocket_ctxt_t; static int rocket_init(particles_t *particles, const particles_conf_t *conf, particle_t *p) { rocket_ctxt_t *ctxt = p->ctxt; if (rockets_cnt >= ROCKETS_MAX) { return 0; } rockets_cnt++; ctxt->decay_rate = rand_within_range(ROCKET_MIN_DECAY_RATE, ROCKET_MAX_DECAY_RATE); ctxt->longevity = rand_within_range(ROCKET_MIN_LIFETIME, ROCKET_MAX_LIFETIME); ctxt->wander.x = (float)(rand_within_range(0, 628) - 314) / 10000.0f; ctxt->wander.y = (float)(rand_within_range(0, 628) - 314) / 10000.0f; ctxt->wander.z = (float)(rand_within_range(0, 628) - 314) / 10000.0f; ctxt->wander = v3f_normalize(&ctxt->wander); ctxt->last_velocity = p->props->velocity; p->props->drag = 0.4; p->props->mass = 0.8; p->props->virtual = 0; return 1; } static particle_status_t rocket_sim(particles_t *particles, const particles_conf_t *conf, particle_t *p, til_fb_fragment_t *f) { rocket_ctxt_t *ctxt = p->ctxt; int i, n_sparks; if (!ctxt->longevity || (ctxt->longevity -= ctxt->decay_rate) <= 0 || p->props->velocity - ctxt->last_velocity > p->props->velocity * .05) { /* explode if accelerated too hard (burst) */ int n_xplode; /* on death we explode */ ctxt->longevity = 0; /* add a burst shockwave particle at our location * TODO: need way to supply particle-type-specific parameters at spawn (burst size should derive from n_xplode) */ particles_spawn_particle(particles, p, NULL, &burst_ops); /* add a bunch of new explosion particles */ /* TODO: also particle-type-specific parameters, colors! rocket bursts should be able to vary the color. */ n_xplode = rand_within_range(ROCKETS_XPLODE_MIN_SIZE, ROCKETS_XPLODE_MAX_SIZE); for (i = 0; i < n_xplode; i++) { particle_props_t props = *p->props; particle_ops_t *ops = &xplode_ops; props.direction.x = ((float)(rand_within_range(0, 314159 * 2) - 314159) / 100000.0); props.direction.y = ((float)(rand_within_range(0, 314159 * 2) - 314159) / 100000.0); props.direction.z = ((float)(rand_within_range(0, 314159 * 2) - 314159) / 100000.0); props.direction = v3f_normalize(&props.direction); //props->velocity = ((float)rand_within_range(100, 200) / 100000.0); props.velocity = ((float)rand_within_range(100, 300) / 100000.0); particles_spawn_particle(particles, p, &props, ops); } return PARTICLE_DEAD; } #if 1 /* FIXME: this isn't behaving as intended */ p->props->direction = v3f_add(&p->props->direction, &ctxt->wander); p->props->direction = v3f_normalize(&p->props->direction); #endif p->props->velocity += .00003; /* spray some sparks behind the rocket */ n_sparks = rand_within_range(10, 40); for (i = 0; i < n_sparks; i++) { particle_props_t props = *p->props; props.direction = v3f_negate(&props.direction); props.direction.x += (float)(rand_within_range(0, 40) - 20) / 100.0; props.direction.y += (float)(rand_within_range(0, 40) - 20) / 100.0; props.direction.z += (float)(rand_within_range(0, 40) - 20) / 100.0; props.direction = v3f_normalize(&props.direction); props.velocity = (float)rand_within_range(10, 50) / 100000.0; particles_spawn_particle(particles, p, &props, &spark_ops); } ctxt->last_velocity = p->props->velocity; return PARTICLE_ALIVE; } static void rocket_draw(particles_t *particles, const particles_conf_t *conf, particle_t *p, int x, int y, til_fb_fragment_t *f) { rocket_ctxt_t *ctxt = p->ctxt; if (!should_draw_expire_if_oob(particles, p, x, y, f, &ctxt->longevity)) /* kill off parts that wander off screen */ return; til_fb_fragment_put_pixel_unchecked(f, x, y, 0xff0000); } static void rocket_cleanup(particles_t *particles, const particles_conf_t *conf, particle_t *p) { rockets_cnt--; } particle_ops_t rocket_ops = { .context_size = sizeof(rocket_ctxt_t), .sim = rocket_sim, .init = rocket_init, .draw = rocket_draw, .cleanup = rocket_cleanup, };