Exemplo n.º 1
0
int pointintersectline(float *point,float *vertex1,float *vertex2,float bias)
  {
  float vec[3],vec2[3];
  float normal[3];
  float scale;

  subtractvectors(normal,vertex2,vertex1);
  normalizevector(normal,normal);
  subtractvectors(vec,point,vertex1);
  scale=dotproduct(normal,vec);

  scalevector(vec2,normal,scale);
  subtractvectors(vec,vec,vec2);
  scale=vectorlength(vec);
  if (scale>bias)
    return(0);

  subtractvectors(vec,point,vertex1);
  subtractvectors(vec2,vertex2,vertex1);
  if (dotproduct(vec,vec2)<0.0f)
    return(0);

  subtractvectors(vec,point,vertex2);
  subtractvectors(vec2,vertex1,vertex2);
  if (dotproduct(vec,vec2)<0.0f)
    return(0);

  return(1);
  }
Exemplo n.º 2
0
int main(void)
{
    zeros( rdf, nbins );
    
    filein.open( "RVAall.dat", ios::in | ios::binary );
    for ( int t=0; t<nrecord; t++ )
    {
        double aux;
        for ( int i=0; i<N; i++ )
        {
            filein.read( (char*) &aux, sizeof( double ) ); x.push_back(aux);
            filein.read( (char*) &aux, sizeof( double ) ); y.push_back(aux);
            filein.read( (char*) &aux, sizeof( double ) ); z.push_back(aux);
            filein.read( (char*) &aux, sizeof( double ) );
            filein.read( (char*) &aux, sizeof( double ) );
            filein.read( (char*) &aux, sizeof( double ) );
            filein.read( (char*) &aux, sizeof( double ) );
            filein.read( (char*) &aux, sizeof( double ) );
            filein.read( (char*) &aux, sizeof( double ) );
        }
        
        for ( int i=0; i<N; i++ )
        {
            const double x0 = x[i];
            const double y0 = y[i];
            const double z0 = z[i];
            
            for ( int j=i+1; j<N; j++ )
            {
                double dx  = x[j] - x0;
                double dy  = y[j] - y0;
                double dz  = z[j] - z0;
                dx -= L * (double) round( dx * iL );
                dy -= L * (double) round( dy * iL );
                dz -= L * (double) round( dz * iL );
                
                const double r2 = dx*dx + dy*dy + dz*dz;
                
                if (r2>rc2)
                    continue;
                
                rdf[ (int)floor( sqrt(r2)*iprecision ) ] += 2;
            }
        }
        
         x.clear();
         y.clear();
         z.clear();        
    }
    filein.close();
    
    scalevector( rdf, idealgas*iN*iprecision3/(double)nrecord );
    
    fileout.open( "RDF.dat", ios::out );
    for ( int i=0; i<nbins; i++ )
    {
        rdf[i] /=  3.0*i*(i+1.0) + 1.0 ;
        fileout << setprecision(16) << rdf[i] << endl;
    }
    fileout.close();

    return 0;
}
Exemplo n.º 3
0
int main( void )
{
    filein.open( "RVAall.dat", ios::in | ios::binary );
    
    zeros( Rcorrelation, ntimes );
    zeros( Vcorrelation, ntimes );
    
    for ( int i=0; i<= nrecord - ntimes; i+= ntimes )
    {
        for ( int j=0; j<ntimes; j++ )
        {
            double aux;
            for ( int k=0; k<N; k++ )
            {
                filein.read( (char*) &aux, sizeof( double ) ); x.push_back(aux);
                filein.read( (char*) &aux, sizeof( double ) ); y.push_back(aux);
                filein.read( (char*) &aux, sizeof( double ) ); z.push_back(aux);
                filein.read( (char*) &aux, sizeof( double ) );vx.push_back(aux);
                filein.read( (char*) &aux, sizeof( double ) );vy.push_back(aux);
                filein.read( (char*) &aux, sizeof( double ) );vz.push_back(aux);
                filein.read( (char*) &aux, sizeof( double ) );
                filein.read( (char*) &aux, sizeof( double ) );
                filein.read( (char*) &aux, sizeof( double ) );
            }
            
            xt.push_back(x);
            yt.push_back(y);
            zt.push_back(z);
            vxt.push_back(vx);
            vyt.push_back(vy);
            vzt.push_back(vz);
            
             x.clear();
             y.clear();
             z.clear();
            vx.clear();
            vy.clear();
            vz.clear();
        }
        
        for ( int j=0; j<N; j++ )
        {            
            const double  x0 =  xt[0][j];
            const double  y0 =  yt[0][j];
            const double  z0 =  zt[0][j];
            const double vx0 = vxt[0][j];
            const double vy0 = vyt[0][j];
            const double vz0 = vzt[0][j];
            
            for ( int k=0; k<ntimes; k++ )
            {
                double dx = xt[k][j] - x0;
                double dy = yt[k][j] - y0;
                double dz = zt[k][j] - z0;
                
                Rcorrelation[k] += dx * dx + dy * dy + dz * dz;
                
                double dv;
                dv  = vxt[k][j] * vx0;
                dv += vyt[k][j] * vy0;
                dv += vzt[k][j] * vz0;
                
                Vcorrelation[k] += dv;
            }
        }
        
         xt.clear();
         yt.clear();
         zt.clear();
        vxt.clear();
        vyt.clear();
        vzt.clear();
    }
    filein.close();
    
    
    scalevector( Rcorrelation, iN*ntimes/(double)nrecord );
    scalevector( Vcorrelation, iN*ntimes/(double)nrecord );
    
    fileout.open("Correlations.dat", ios::out );
    
    for ( int i=0; i<ntimes; i++ )
        fileout << setprecision(16)
                << Rcorrelation[i] << " "
                << Vcorrelation[i] << endl;
    
    fileout.close();
}
Exemplo n.º 4
0
void setuprenderobjects(void)
  {
  int count,count2;
  float vec[3],vec2[3];
  //float intersectpoint[3];
  float normal[3];
  float angle;
  float scale;
  float w;

  numofobjectrenders=0;

  for (count=0;count<numofobjects;count++)
  if (object[count].texturenum!=0)
    {
    if (object[count].type==8)
      {
      subtractvectors(vec,view.position,object[count].position);
      if (fabs(vec[0])-object[count].radius<view.zoom)
      if (fabs(vec[1])-object[count].radius<view.zoom)
        {
        objectrender[numofobjectrenders].type=8;
        objectrender[numofobjectrenders].depth=-1.0f;
        if (object[count].texturenum==58)
          objectrender[numofobjectrenders].texturenum=256+object[count].texturenum+1+(game.framenum/7)%5;
        else
          objectrender[numofobjectrenders].texturenum=256+object[count].texturenum;
        objectrender[numofobjectrenders].objectnum=count;
        objectrender[numofobjectrenders].lightflags=0;
        objectrender[numofobjectrenders].alpha=1.0f;

        scale=0.35f;

        objectrender[numofobjectrenders].numofverts=4;
        for (count2=0;count2<4;count2++)
          {
          if (count2==0 || count2==3)
            vec[0]=object[count].position[0]-scale;
          else
            vec[0]=object[count].position[0]+scale;
          if (count2<2)
            vec[1]=object[count].position[1]+scale*2.0f;
          else
            vec[1]=object[count].position[1];
          vec[2]=0.0f;

          copyvector(objectrender[numofobjectrenders].vertex[count2],vec);
          if (count2==0 || count2==3)
            objectrender[numofobjectrenders].texcoord[count2][0]=0.0f;
          else
            objectrender[numofobjectrenders].texcoord[count2][0]=1.0f;
          if (count2<2)
            objectrender[numofobjectrenders].texcoord[count2][1]=0.0f;
          else
            objectrender[numofobjectrenders].texcoord[count2][1]=1.0f;
          }
        objectrender[numofobjectrenders].numoftris=2;
        objectrender[numofobjectrenders].tri[0][0]=0;
        objectrender[numofobjectrenders].tri[0][1]=1;
        objectrender[numofobjectrenders].tri[0][2]=2;
        objectrender[numofobjectrenders].tri[1][0]=0;
        objectrender[numofobjectrenders].tri[1][1]=2;
        objectrender[numofobjectrenders].tri[1][2]=3;

        numofobjectrenders++;

        objectrender[numofobjectrenders].type=8;
        objectrender[numofobjectrenders].depth=-1.0f;
        objectrender[numofobjectrenders].texturenum=256+object[count].texturenum;
        objectrender[numofobjectrenders].objectnum=count;
        objectrender[numofobjectrenders].lightflags=0;
        objectrender[numofobjectrenders].alpha=1.0f;

        objectrender[numofobjectrenders].numofverts=4;
        for (count2=0;count2<4;count2++)
          {
          if (count2==0 || count2==3)
            vec[0]=object[count].position[0]-scale;
          else
            vec[0]=object[count].position[0]+scale;
          if (count2<2)
            vec[1]=object[count].position[1];
          else
            vec[1]=object[count].position[1]-scale*2.0f;
          vec[2]=0.0f;

          copyvector(objectrender[numofobjectrenders].vertex[count2],vec);
          if (count2==0 || count2==3)
            objectrender[numofobjectrenders].texcoord[count2][0]=0.0f;
          else
            objectrender[numofobjectrenders].texcoord[count2][0]=1.0f;
          if (count2<2)
            objectrender[numofobjectrenders].texcoord[count2][1]=0.0f;
          else
            objectrender[numofobjectrenders].texcoord[count2][1]=1.0f;
          }
        objectrender[numofobjectrenders].numoftris=2;
        objectrender[numofobjectrenders].tri[0][0]=0;
        objectrender[numofobjectrenders].tri[0][1]=1;
        objectrender[numofobjectrenders].tri[0][2]=2;
        objectrender[numofobjectrenders].tri[1][0]=0;
        objectrender[numofobjectrenders].tri[1][1]=2;
        objectrender[numofobjectrenders].tri[1][2]=3;

        numofobjectrenders++;
        }
      }
    }

  for (count=0;count<numofobjects;count++)
  if (object[count].texturenum!=0)
    {
    if (object[count].type==10)
      {
      subtractvectors(vec,view.position,object[count].position);
      if (fabs(vec[0])-object[count].radius<view.zoom)
      if (fabs(vec[1])-object[count].radius<view.zoom)
        {
        objectrender[numofobjectrenders].type=2;
        objectrender[numofobjectrenders].depth=2.0f;
        objectrender[numofobjectrenders].texturenum=object[count].texturenum+256;
        objectrender[numofobjectrenders].objectnum=count;
        objectrender[numofobjectrenders].lightflags=setuprenderobjectlight(count);
        objectrender[numofobjectrenders].alpha=1.0f;

        objectrender[numofobjectrenders].numofverts=4;
        for (count2=0;count2<4;count2++)
          {
          copyvector(objectrender[numofobjectrenders].vertex[count2],particle[object[count].particle[count2]].position);
          objectrender[numofobjectrenders].texcoord[count2][0]=object[count].texcoord[count2][0];
          objectrender[numofobjectrenders].texcoord[count2][1]=object[count].texcoord[count2][1];
          }
        objectrender[numofobjectrenders].numoftris=2;
        objectrender[numofobjectrenders].tri[0][0]=0;
        objectrender[numofobjectrenders].tri[0][1]=1;
        objectrender[numofobjectrenders].tri[0][2]=2;
        objectrender[numofobjectrenders].tri[1][0]=0;
        objectrender[numofobjectrenders].tri[1][1]=2;
        objectrender[numofobjectrenders].tri[1][2]=3;

        objectrender[numofobjectrenders].numofedges=4;
        for (count2=0;count2<4;count2++)
          {
          normal[0]=-(particle[object[count].particle[((count2+1)&3)]].position[1]-particle[object[count].particle[count2]].position[1]);
          normal[1]=(particle[object[count].particle[((count2+1)&3)]].position[0]-particle[object[count].particle[count2]].position[0]);
          normal[2]=0.0f;
          normalizevector(normal,normal);
          if (object[count].rotate==3)
            negvector(normal,normal);
          copyvector(objectrender[numofobjectrenders].edgenormal[count2],normal);

          copyvector(objectrender[numofobjectrenders].edgevertex[count2][0],particle[object[count].particle[count2]].position);
          copyvector(objectrender[numofobjectrenders].edgevertex[count2][1],particle[object[count].particle[((count2+1)&3)]].position);
          copyvector(vec,particle[object[count].particle[((count2+1)&3)]].position);
          vec[0]-=normal[0]*0.125f;
          vec[1]-=normal[1]*0.125f;
          copyvector(objectrender[numofobjectrenders].edgevertex[count2][2],vec);
          copyvector(vec,particle[object[count].particle[count2]].position);
          vec[0]-=normal[0]*0.125f;
          vec[1]-=normal[1]*0.125f;
          copyvector(objectrender[numofobjectrenders].edgevertex[count2][3],vec);

          if (count2==0)
            {
            normal[0]=0.0f;
            normal[1]=0.125f;
            }
          if (count2==1)
            {
            normal[0]=-0.125f;
            normal[1]=0.0f;
            }
          if (count2==2)
            {
            normal[0]=0.0f;
            normal[1]=-0.125f;
            }
          if (count2==3)
            {
            normal[0]=0.125f;
            normal[1]=0.0f;
            }

          objectrender[numofobjectrenders].edgetexcoord[count2][0][0]=object[count].texcoord[count2][0];
          objectrender[numofobjectrenders].edgetexcoord[count2][0][1]=object[count].texcoord[count2][1];
          objectrender[numofobjectrenders].edgetexcoord[count2][1][0]=object[count].texcoord[((count2+1)&3)][0];
          objectrender[numofobjectrenders].edgetexcoord[count2][1][1]=object[count].texcoord[((count2+1)&3)][1];
          objectrender[numofobjectrenders].edgetexcoord[count2][2][0]=object[count].texcoord[((count2+1)&3)][0]+normal[0];
          objectrender[numofobjectrenders].edgetexcoord[count2][2][1]=object[count].texcoord[((count2+1)&3)][1]+normal[1];
          objectrender[numofobjectrenders].edgetexcoord[count2][3][0]=object[count].texcoord[count2][0]+normal[0];
          objectrender[numofobjectrenders].edgetexcoord[count2][3][1]=object[count].texcoord[count2][1]+normal[1];
          }

        numofobjectrenders++;
        }
      }
    }

  for (count=0;count<numofobjects;count++)
  if (object[count].texturenum!=0)
    {

    /* gish */
    if (object[count].type==OBJ_TYPE_GISH)
      {
      subtractvectors(vec,view.position,object[count].position);
      if (fabs(vec[0])-object[count].radius<view.zoom)
      if (fabs(vec[1])-object[count].radius<view.zoom)
        {
        objectrender[numofobjectrenders].type=1;
        objectrender[numofobjectrenders].depth=0.0f;
        objectrender[numofobjectrenders].angle=object[count].angle;
        objectrender[numofobjectrenders].objectnum=count;
        objectrender[numofobjectrenders].lightflags=setuprenderobjectlight(count);
        objectrender[numofobjectrenders].alpha=1.0f;
        if (count==0)
          objectrender[numofobjectrenders].texturenum=370+object[count].frame;
        else if (count==1)
          objectrender[numofobjectrenders].texturenum=390+object[count].frame;
        else if (count==2)
          objectrender[numofobjectrenders].texturenum=410+object[count].frame;
        else
          objectrender[numofobjectrenders].texturenum=430+object[count].frame;

        objectrender[numofobjectrenders].numofverts=33;

        for (count2=0;count2<16;count2++)
          {
          if (!object[count].particlestick[count2])
            copyvector(objectrender[numofobjectrenders].vertex[count2*2+0],particle[object[count].particle[count2]].position);
          else
            copyvector(objectrender[numofobjectrenders].vertex[count2*2+0],object[count].particlestickposition[count2]);
          }
        for (count2=0;count2<16;count2++)
          {
          addvectors(vec,objectrender[numofobjectrenders].vertex[count2*2+0],objectrender[numofobjectrenders].vertex[((count2+1)&15)*2+0]);
          addvectors(vec2,objectrender[numofobjectrenders].vertex[((count2-1)&15)*2+0],objectrender[numofobjectrenders].vertex[((count2+2)&15)*2+0]);

          w=1.0f/16.0f;

          scalevector(vec,vec,0.5f+w);
          scalevector(vec2,vec2,w);
          subtractvectors(vec,vec,vec2);

          copyvector(objectrender[numofobjectrenders].vertex[count2*2+1],vec);
          }

        /*
        for (count2=0;count2<16;count2++)
          {
          if (!object[count].particlestick[count2])
            copyvector(objectrender[numofobjectrenders].vertex[count2*2+0],particle[object[count].particle[count2]].position);
          else
            copyvector(objectrender[numofobjectrenders].vertex[count2*2+0],object[count].particlestickposition[count2]);

          w=1.0f/16.0f;

          //addvectors(vec,particle[object[count].particle[((count2+0)&15)]].position,particle[object[count].particle[((count2+1)&15)]].position);
          //addvectors(vec2,particle[object[count].particle[((count2-1)&15)]].position,particle[object[count].particle[((count2+2)&15)]].position);
          if (!object[count].particlestick[((count2+0)&15)])
            copyvector(vec,particle[object[count].particle[((count2+0)&15)]].position);
          else
            copyvector(vec,object[count].particlestickposition[((count2+0)&15)]);
          if (!object[count].particlestick[((count2+1)&15)])
            addvectors(vec,vec,particle[object[count].particle[((count2+1)&15)]].position);
          else
            addvectors(vec,vec,object[count].particlestickposition[((count2+1)&15)]);

          if (!object[count].particlestick[((count2-1)&15)])
            copyvector(vec2,particle[object[count].particle[((count2-1)&15)]].position);
          else
            copyvector(vec2,object[count].particlestickposition[((count2-1)&15)]);
          if (!object[count].particlestick[((count2+2)&15)])
            addvectors(vec2,vec2,particle[object[count].particle[((count2+2)&15)]].position);
          else
            addvectors(vec2,vec2,object[count].particlestickposition[((count2+2)&15)]);

          scalevector(vec,vec,0.5f+w);
          scalevector(vec2,vec2,w);
          subtractvectors(vec,vec,vec2);

          copyvector(objectrender[numofobjectrenders].vertex[count2*2+1],vec);
          }
        */

        for (count2=0;count2<32;count2++)
          {
          vec[0]=objectrender[numofobjectrenders].vertex[((count2-1)&31)][1]-objectrender[numofobjectrenders].vertex[((count2+0)&31)][1];
          vec[1]=objectrender[numofobjectrenders].vertex[((count2+0)&31)][0]-objectrender[numofobjectrenders].vertex[((count2-1)&31)][0];
          vec[2]=0.0f;
          vec2[0]=objectrender[numofobjectrenders].vertex[((count2+0)&31)][1]-objectrender[numofobjectrenders].vertex[((count2+1)&31)][1];
          vec2[1]=objectrender[numofobjectrenders].vertex[((count2+1)&31)][0]-objectrender[numofobjectrenders].vertex[((count2+0)&31)][0];
          vec2[2]=0.0f;

          addvectors(vec,vec,vec2);
          normalizevector(vec,vec);

          objectrender[numofobjectrenders].texcoord[count2][0]=0.5f+vec[0]*0.5f;
          objectrender[numofobjectrenders].texcoord[count2][1]=0.5f+vec[1]*0.5f;
          }
        count2=32;
        copyvector(objectrender[numofobjectrenders].vertex[count2],object[count].position);
        objectrender[numofobjectrenders].texcoord[count2][0]=0.5f;
        objectrender[numofobjectrenders].texcoord[count2][1]=0.5f;

        numofobjectrenders++;
        }
      }
    }

  for (count=0;count<numofobjects;count++)
  if (object[count].texturenum!=0)
    {
    if (object[count].type==2 || object[count].type==20)
      {
      subtractvectors(vec,view.position,object[count].position);
      if (fabs(vec[0])-object[count].radius<view.zoom)
      if (fabs(vec[1])-object[count].radius<view.zoom)
        {
        objectrender[numofobjectrenders].type=2;
        objectrender[numofobjectrenders].depth=2.0f;
        objectrender[numofobjectrenders].texturenum=object[count].texturenum+256;
        objectrender[numofobjectrenders].objectnum=count;
        objectrender[numofobjectrenders].lightflags=setuprenderobjectlight(count);
        objectrender[numofobjectrenders].alpha=1.0f;
        if (object[count].timetolive<50)
          objectrender[numofobjectrenders].alpha=(float)object[count].timetolive/50.0f;

        objectrender[numofobjectrenders].numofverts=4;
        for (count2=0;count2<4;count2++)
          {
          copyvector(objectrender[numofobjectrenders].vertex[count2],particle[object[count].particle[count2]].position);
          objectrender[numofobjectrenders].texcoord[count2][0]=object[count].texcoord[count2][0];
          objectrender[numofobjectrenders].texcoord[count2][1]=object[count].texcoord[count2][1];
          }
        objectrender[numofobjectrenders].numoftris=2;
        objectrender[numofobjectrenders].tri[0][0]=0;
        objectrender[numofobjectrenders].tri[0][1]=1;
        objectrender[numofobjectrenders].tri[0][2]=2;
        objectrender[numofobjectrenders].tri[1][0]=0;
        objectrender[numofobjectrenders].tri[1][1]=2;
        objectrender[numofobjectrenders].tri[1][2]=3;

        objectrender[numofobjectrenders].numofedges=4;
        for (count2=0;count2<4;count2++)
          {
          normal[0]=-(particle[object[count].particle[((count2+1)&3)]].position[1]-particle[object[count].particle[count2]].position[1]);
          normal[1]=(particle[object[count].particle[((count2+1)&3)]].position[0]-particle[object[count].particle[count2]].position[0]);
          normal[2]=0.0f;
          normalizevector(normal,normal);
          copyvector(objectrender[numofobjectrenders].edgenormal[count2],normal);

          copyvector(objectrender[numofobjectrenders].edgevertex[count2][0],particle[object[count].particle[count2]].position);
          copyvector(objectrender[numofobjectrenders].edgevertex[count2][1],particle[object[count].particle[((count2+1)&3)]].position);
          copyvector(vec,particle[object[count].particle[((count2+1)&3)]].position);
          vec[0]-=normal[0]*0.125f;
          vec[1]-=normal[1]*0.125f;
          copyvector(objectrender[numofobjectrenders].edgevertex[count2][2],vec);
          copyvector(vec,particle[object[count].particle[count2]].position);
          vec[0]-=normal[0]*0.125f;
          vec[1]-=normal[1]*0.125f;
          copyvector(objectrender[numofobjectrenders].edgevertex[count2][3],vec);

          if (count2==0)
            {
            normal[0]=0.0f;
            normal[1]=0.125f;
            }
          if (count2==1)
            {
            normal[0]=-0.125f;
            normal[1]=0.0f;
            }
          if (count2==2)
            {
            normal[0]=0.0f;
            normal[1]=-0.125f;
            }
          if (count2==3)
            {
            normal[0]=0.125f;
            normal[1]=0.0f;
            }

          objectrender[numofobjectrenders].edgetexcoord[count2][0][0]=object[count].texcoord[count2][0];
          objectrender[numofobjectrenders].edgetexcoord[count2][0][1]=object[count].texcoord[count2][1];
          objectrender[numofobjectrenders].edgetexcoord[count2][1][0]=object[count].texcoord[((count2+1)&3)][0];
          objectrender[numofobjectrenders].edgetexcoord[count2][1][1]=object[count].texcoord[((count2+1)&3)][1];
          objectrender[numofobjectrenders].edgetexcoord[count2][2][0]=object[count].texcoord[((count2+1)&3)][0]+normal[0];
          objectrender[numofobjectrenders].edgetexcoord[count2][2][1]=object[count].texcoord[((count2+1)&3)][1]+normal[1];
          objectrender[numofobjectrenders].edgetexcoord[count2][3][0]=object[count].texcoord[count2][0]+normal[0];
          objectrender[numofobjectrenders].edgetexcoord[count2][3][1]=object[count].texcoord[count2][1]+normal[1];
          }

        numofobjectrenders++;
        }
      }
    }

  for (count=0;count<numofobjects;count++)
  if (object[count].texturenum!=0)
    {
    if (object[count].type==3)
      {
      subtractvectors(vec,view.position,object[count].position);
      if (fabs(vec[0])-object[count].radius<view.zoom)
      if (fabs(vec[1])-object[count].radius<view.zoom)
        {
        objectrender[numofobjectrenders].type=3;
        objectrender[numofobjectrenders].depth=1.0f;
        objectrender[numofobjectrenders].texturenum=object[count].texturenum+256;
        objectrender[numofobjectrenders].objectnum=count;
        objectrender[numofobjectrenders].lightflags=setuprenderobjectlight(count);
        objectrender[numofobjectrenders].alpha=1.0f;
        if (object[count].timetolive<50)
          objectrender[numofobjectrenders].alpha=(float)object[count].timetolive/50.0f;
  
        objectrender[numofobjectrenders].numofverts=17;
        for (count2=0;count2<16;count2++)
          {
          copyvector(objectrender[numofobjectrenders].vertex[count2],particle[object[count].particle[count2]].position);
          angle=(float)count2*pi/8.0f;
          objectrender[numofobjectrenders].texcoord[count2][0]=0.5f+cos(angle)*0.5f;
          objectrender[numofobjectrenders].texcoord[count2][1]=0.5f+sin(angle)*0.5f;
          }
        count2=16;
        copyvector(objectrender[numofobjectrenders].vertex[count2],object[count].position);
        objectrender[numofobjectrenders].texcoord[count2][0]=0.5f;
        objectrender[numofobjectrenders].texcoord[count2][1]=0.5f;

        objectrender[numofobjectrenders].numoftris=16;
        for (count2=0;count2<16;count2++)
          {
          objectrender[numofobjectrenders].tri[count2][0]=count2;
          objectrender[numofobjectrenders].tri[count2][1]=((count2+1)&15);
          objectrender[numofobjectrenders].tri[count2][2]=16;
          }

        numofobjectrenders++;
        }
      }
    }

  for (count=0;count<numofobjects;count++)
  if (object[count].texturenum!=0)
    {
    if (object[count].type==4)
      {
      subtractvectors(vec,view.position,object[count].position);
      if (fabs(vec[0])-object[count].radius<view.zoom)
      if (fabs(vec[1])-object[count].radius<view.zoom)
        {
        objectrender[numofobjectrenders].type=4;
        objectrender[numofobjectrenders].depth=1.0f;
        objectrender[numofobjectrenders].texturenum=object[count].texturenum;
        objectrender[numofobjectrenders].objectnum=count;
        objectrender[numofobjectrenders].lightflags=setuprenderobjectlight(count);
        objectrender[numofobjectrenders].alpha=1.0f;

        objectrender[numofobjectrenders].numofverts=4;
        for (count2=0;count2<4;count2++)
          {
          subtractvectors(vec,particle[object[count].particle[count2]].position,object[count].position);
          if (object[count].beasttype==12)
            {
            if (count2==0)
              {
              subtractvectors(vec,particle[object[count].particle[0]].position,particle[object[count].particle[3]].position);
              addvectors(vec,particle[object[count].particle[0]].position,vec);
              subtractvectors(vec,vec,object[count].position);
              }
            if (count2==1)
              {
              subtractvectors(vec,particle[object[count].particle[1]].position,particle[object[count].particle[2]].position);
              addvectors(vec,particle[object[count].particle[1]].position,vec);
              subtractvectors(vec,vec,object[count].position);
              }
            }
          scaleaddvectors(objectrender[numofobjectrenders].vertex[count2],object[count].position,vec,2.0f);
          if ((object[count].direction==0 && (count2==0 || count2==3)) || (object[count].direction==1 && (count2==1 || count2==2)))
            objectrender[numofobjectrenders].texcoord[count2][0]=0.0f;
          else
            objectrender[numofobjectrenders].texcoord[count2][0]=1.0f;
          if (count2<2)
            objectrender[numofobjectrenders].texcoord[count2][1]=0.0f;
          else
            objectrender[numofobjectrenders].texcoord[count2][1]=1.0f;
          }
        objectrender[numofobjectrenders].numoftris=2;
        objectrender[numofobjectrenders].tri[0][0]=0;
        objectrender[numofobjectrenders].tri[0][1]=1;
        objectrender[numofobjectrenders].tri[0][2]=2;
        objectrender[numofobjectrenders].tri[1][0]=0;
        objectrender[numofobjectrenders].tri[1][1]=2;
        objectrender[numofobjectrenders].tri[1][2]=3;

        numofobjectrenders++;
        }
      }
    }


  for (count=0;count<numofbosses;count++)
  if (boss[count].texturenum!=0)
    {
    subtractvectors(vec,view.position,boss[count].position);
    if (fabs(vec[0])-4.0f<view.zoom)
    if (fabs(vec[1])-4.0f<view.zoom)
      {
      objectrender[numofobjectrenders].type=4;
      objectrender[numofobjectrenders].depth=1.0f;
      objectrender[numofobjectrenders].texturenum=boss[count].texturenum;
      objectrender[numofobjectrenders].objectnum=count;
      objectrender[numofobjectrenders].lightflags=255;
      objectrender[numofobjectrenders].alpha=1.0f;

      objectrender[numofobjectrenders].numofverts=4;
      for (count2=0;count2<4;count2++)
        {
        copyvector(vec,boss[count].position);

        //subtractvectors(vec2,object[0].position,boss[count].position);
        copyvector(vec2,boss[count].velocity);
        normalizevector(vec2,vec2);
        if (boss[count].direction==1)
          negvector(vec2,vec2);
        normal[0]=-vec2[1];
        normal[1]=vec2[0];
        normal[2]=0.0f;

        if (count2==0 || count2==3)
          scaleaddvectors(vec,vec,vec2,-boss[count].size[0]);
        else
          scaleaddvectors(vec,vec,vec2,boss[count].size[0]);

        if (count2<2)
          scaleaddvectors(vec,vec,normal,boss[count].size[1]);
        else
          scaleaddvectors(vec,vec,normal,-boss[count].size[1]);

        copyvector(objectrender[numofobjectrenders].vertex[count2],vec);

        if ((boss[count].direction==0 && (count2==0 || count2==3)) || (boss[count].direction==1 && (count2==1 || count2==2)))
          objectrender[numofobjectrenders].texcoord[count2][0]=0.0f;
        else
          objectrender[numofobjectrenders].texcoord[count2][0]=1.0f;
        if (count2<2)
          objectrender[numofobjectrenders].texcoord[count2][1]=0.0f;
        else
          objectrender[numofobjectrenders].texcoord[count2][1]=1.0f;
        }
      objectrender[numofobjectrenders].numoftris=2;
      objectrender[numofobjectrenders].tri[0][0]=0;
      objectrender[numofobjectrenders].tri[0][1]=1;
      objectrender[numofobjectrenders].tri[0][2]=2;
      objectrender[numofobjectrenders].tri[1][0]=0;
      objectrender[numofobjectrenders].tri[1][1]=2;
      objectrender[numofobjectrenders].tri[1][2]=3;

      numofobjectrenders++;
      }
    }

  for (count=0;count<numofobjects;count++)
  if (object[count].texturenum!=0)
    {
    if (object[count].type==5 || object[count].type==6)
      {
      subtractvectors(vec,view.position,object[count].position);
      if (fabs(vec[0])-object[count].radius<view.zoom)
      if (fabs(vec[1])-object[count].radius<view.zoom)
        {
        objectrender[numofobjectrenders].type=5;
        objectrender[numofobjectrenders].depth=1.1f;
        objectrender[numofobjectrenders].texturenum=object[count].texturenum;
        objectrender[numofobjectrenders].objectnum=count;
        objectrender[numofobjectrenders].lightflags=setuprenderobjectlight(count);
        objectrender[numofobjectrenders].alpha=1.0f;
        if (object[count].timetolive<50)
          objectrender[numofobjectrenders].alpha=(float)object[count].timetolive/50.0f;

        objectrender[numofobjectrenders].numofverts=9;
        for (count2=0;count2<8;count2++)
          {
          if ((count2&1)==0)
            scale=1.0f;
          else
            scale=1.41f;

          subtractvectors(vec,particle[object[count].particle[count2]].position,object[count].position);
          scaleaddvectors(objectrender[numofobjectrenders].vertex[count2],object[count].position,vec,scale);

          angle=(float)count2*pi/4.0f;
          if (object[count].direction==0)
            objectrender[numofobjectrenders].texcoord[count2][0]=0.5f+cos(angle)*0.5f*scale;
          else
            objectrender[numofobjectrenders].texcoord[count2][0]=0.5f-cos(angle)*0.5f*scale;
          objectrender[numofobjectrenders].texcoord[count2][1]=0.5f+sin(angle)*0.5f*scale;
          }
        count2=8;
        copyvector(objectrender[numofobjectrenders].vertex[count2],object[count].position);
        objectrender[numofobjectrenders].texcoord[count2][0]=0.5f;
        objectrender[numofobjectrenders].texcoord[count2][1]=0.5f;

        objectrender[numofobjectrenders].numoftris=8;
        for (count2=0;count2<8;count2++)
          {
          objectrender[numofobjectrenders].tri[count2][0]=count2;
          objectrender[numofobjectrenders].tri[count2][1]=((count2+1)&7);
          objectrender[numofobjectrenders].tri[count2][2]=8;
          }

        numofobjectrenders++;
        }
      }
    }

  for (count=0;count<numofobjects;count++)
  if (object[count].texturenum!=0)
    {
    if (object[count].type==9)
      {
      subtractvectors(vec,view.position,object[count].position);
      if (fabs(vec[0])-object[count].radius<view.zoom)
      if (fabs(vec[1])-object[count].radius<view.zoom)
        {
        objectrender[numofobjectrenders].type=9;
        objectrender[numofobjectrenders].depth=2.0f;
        objectrender[numofobjectrenders].texturenum=object[count].texturenum+256;
        objectrender[numofobjectrenders].objectnum=count;
        objectrender[numofobjectrenders].lightflags=setuprenderobjectlight(count);
        objectrender[numofobjectrenders].alpha=1.0f;

        objectrender[numofobjectrenders].numofverts=6;
        for (count2=0;count2<6;count2++)
          copyvector(objectrender[numofobjectrenders].vertex[count2],particle[object[count].particle[count2]].position);

        objectrender[numofobjectrenders].texcoord[0][0]=0.0f;
        objectrender[numofobjectrenders].texcoord[0][1]=1.0f;
        objectrender[numofobjectrenders].texcoord[1][0]=0.0f;
        objectrender[numofobjectrenders].texcoord[1][1]=0.0f;
        objectrender[numofobjectrenders].texcoord[2][0]=1.0f;
        objectrender[numofobjectrenders].texcoord[2][1]=0.0f;
        objectrender[numofobjectrenders].texcoord[3][0]=1.0f;
        objectrender[numofobjectrenders].texcoord[3][1]=1.0f;
        objectrender[numofobjectrenders].texcoord[4][0]=1.0f;
        objectrender[numofobjectrenders].texcoord[4][1]=0.0f;
        objectrender[numofobjectrenders].texcoord[5][0]=0.0f;
        objectrender[numofobjectrenders].texcoord[5][1]=0.0f;

        objectrender[numofobjectrenders].numoftris=4;
        objectrender[numofobjectrenders].tri[0][0]=0;
        objectrender[numofobjectrenders].tri[0][1]=1;
        objectrender[numofobjectrenders].tri[0][2]=2;
        objectrender[numofobjectrenders].tri[1][0]=0;
        objectrender[numofobjectrenders].tri[1][1]=2;
        objectrender[numofobjectrenders].tri[1][2]=3;
        objectrender[numofobjectrenders].tri[2][0]=0;
        objectrender[numofobjectrenders].tri[2][1]=3;
        objectrender[numofobjectrenders].tri[2][2]=4;
        objectrender[numofobjectrenders].tri[3][0]=0;
        objectrender[numofobjectrenders].tri[3][1]=4;
        objectrender[numofobjectrenders].tri[3][2]=5;

        numofobjectrenders++;
        }
      }
    }

  for (count=0;count<numofropes;count++)
  if (rope[count].texturenum!=0)
    {
    scale=1.0f;
    if (rope[count].type>=5 && rope[count].type<10)
      scale=bond[rope[count].bondnum].length+1.0f;

    subtractvectors(vec,view.position,particle[rope[count].part1].position);
    if (fabs(vec[0])-scale<view.zoom)
    if (fabs(vec[1])-scale<view.zoom)
      {
      objectrender[numofobjectrenders].type=32;
      objectrender[numofobjectrenders].depth=3.0f+(float)count/1000.0f;
      objectrender[numofobjectrenders].objectnum=count;
      objectrender[numofobjectrenders].texturenum=rope[count].texturenum;
      objectrender[numofobjectrenders].lightflags=setuprenderropelight(count,scale);
      objectrender[numofobjectrenders].alpha=1.0f;

      normal[0]=particle[rope[count].part1].position[1]-particle[rope[count].part2].position[1];
      normal[1]=particle[rope[count].part2].position[0]-particle[rope[count].part1].position[0];
      normal[2]=0.0f;
      normalizevector(normal,normal);
      if (rope[count].type==1 || rope[count].type==3)
        scalevector(normal,normal,0.35f);
      if (rope[count].type==2 || rope[count].type==4)
        scalevector(normal,normal,0.5f);
      if (rope[count].type>=5 && rope[count].type<=10)
        scalevector(normal,normal,0.5f);

      objectrender[numofobjectrenders].numofverts=4;
      count2=0;
      subtractvectors(objectrender[numofobjectrenders].vertex[count2],particle[rope[count].part1].position,normal);
      objectrender[numofobjectrenders].texcoord[count2][0]=0.0f;
      objectrender[numofobjectrenders].texcoord[count2][1]=0.0f;
      count2=1;
      addvectors(objectrender[numofobjectrenders].vertex[count2],particle[rope[count].part1].position,normal);
      objectrender[numofobjectrenders].texcoord[count2][0]=1.0f;
      objectrender[numofobjectrenders].texcoord[count2][1]=0.0f;
      count2=2;
      addvectors(objectrender[numofobjectrenders].vertex[count2],particle[rope[count].part2].position,normal);
      objectrender[numofobjectrenders].texcoord[count2][0]=1.0f;
      objectrender[numofobjectrenders].texcoord[count2][1]=1.0f;
      count2=3;
      subtractvectors(objectrender[numofobjectrenders].vertex[count2],particle[rope[count].part2].position,normal);
      objectrender[numofobjectrenders].texcoord[count2][0]=0.0f;
      objectrender[numofobjectrenders].texcoord[count2][1]=1.0f;

      objectrender[numofobjectrenders].numoftris=2;
      objectrender[numofobjectrenders].tri[0][0]=0;
      objectrender[numofobjectrenders].tri[0][1]=1;
      objectrender[numofobjectrenders].tri[0][2]=2;
      objectrender[numofobjectrenders].tri[1][0]=0;
      objectrender[numofobjectrenders].tri[1][1]=2;
      objectrender[numofobjectrenders].tri[1][2]=3;

      numofobjectrenders++;
      }
    }
  }
Exemplo n.º 5
0
static void updatetris(triman *t) 
{
   int b;
   GLfloat xd,zd;
   
   for (b=0;b<t->num_tri;b++) {
      /* the exploded triangles disappear over time */
      if (rnd() < t->decay) {
	  if (t->tris[b].gone == 0)
	      t->tris[b].gone = 1;
      }
      /* apply gravity */
      t->tris[b].dir.y -= (0.1f * speed);
      /* apply movement */
      addvectors(&t->tris[b].loc,&t->tris[b].loc,&t->tris[b].dir);
      /* boundary check */
      if (t->tris[b].far) continue;
      if (t->tris[b].loc.y < 0) { /* onder bodem ? */
	 if ((t->tris[b].loc.x > -95.0f) &
	     (t->tris[b].loc.x < 95.0f) &
	     (t->tris[b].loc.z > -95.0f) &
	     (t->tris[b].loc.z < 95.0f)) {  /* in veld  */
	    t->tris[b].dir.y = -(t->tris[b].dir.y);
	    t->tris[b].loc.y = -t->tris[b].loc.y;
	    scalevector(&t->tris[b].dir,&t->tris[b].dir,0.80f); /* dampening */
	 }
	 else {
	    t->tris[b].far = TRUE;
	    continue;
	 }
      }
      
      if ((t->tris[b].loc.x > -21.0f) &
	  (t->tris[b].loc.x < 21.0f) &
	  (t->tris[b].loc.z > -21.0f) &
	  (t->tris[b].loc.z < 21.0f)) { /* in box? */

	 xd = zd = 999.0f; /* big */
	 if ((t->tris[b].loc.x > -21.0f) &
	     (t->tris[b].loc.x < 0)) {
	    xd = t->tris[b].loc.x + 21.0f;
	 }
	 if ((t->tris[b].loc.x < 21.0f) &
	     (t->tris[b].loc.x > 0)) {
	    xd = 21.0f - t->tris[b].loc.x;
	 }
	 if ((t->tris[b].loc.z > -21.0f) &
	     (t->tris[b].loc.z < 0)) {
	    zd = t->tris[b].loc.z + 21.0f;
	 }
	 if ((t->tris[b].loc.z < 21.0f) &
	     (t->tris[b].loc.z > 0)) {
	    zd = 21.0f - t->tris[b].loc.z;
	 }
	 if (xd < zd) {
	    /* bounce x */
	    if (t->tris[b].dir.x < 0) 
	      t->tris[b].loc.x += (21.0f - t->tris[b].loc.x);
	    else
	      t->tris[b].loc.x += (-21.0f - t->tris[b].loc.x);
	    t->tris[b].dir.x = -t->tris[b].dir.x;
	 } else { 
	    /* bounce z */
	    if (t->tris[b].dir.z < 0)
	      t->tris[b].loc.z += (21.0f - t->tris[b].loc.z);
	    else
	      t->tris[b].loc.z += (-21.0f - t->tris[b].loc.z);
	    t->tris[b].dir.z = -t->tris[b].dir.z;
	 }	 
	       
      }
   } /* end for b */
} 
Exemplo n.º 6
0
static void createtrisfromball(triman* tman, vectorf *spherev, GLint *spherei, int ind_num, ball *b)
{
   int pos;
   float explosion;
   float momentum;
   float scale;
   register int i;
   vectorf avgdir,dvect,mvect;

   tman->scalefac = b->radius;
   copyvector(&tman->color,&b->color);
   explosion = 1.0f + tman->explosion * 2.0 * rnd();
   momentum = tman->momentum;

   tman->num_tri = ind_num/3;
   
   /* reserveer geheugen voor de poly's in een bal */
   
   tman->tris = (tri *)malloc(tman->num_tri * sizeof(tri));
   tman->vertices = (vectorf *)malloc(ind_num * sizeof(vectorf));
   tman->normals = (vectorf *)malloc(ind_num/3 * sizeof(vectorf));
   
   for (i=0; i<(tman->num_tri); i++) {
      tman->tris[i].far = FALSE;
      tman->tris[i].gone = 0;
      pos = i * 3;
      /* kopieer elke poly apart naar een tri structure */
      copyvector(&tman->vertices[pos+0],&spherev[spherei[pos+0]]);
      copyvector(&tman->vertices[pos+1],&spherev[spherei[pos+1]]);
      copyvector(&tman->vertices[pos+2],&spherev[spherei[pos+2]]);
      /* Calculate average direction of shrapnel */
      addvectors(&avgdir,&tman->vertices[pos+0],&tman->vertices[pos+1]);
      addvectors(&avgdir,&avgdir,&tman->vertices[pos+2]);
      scalevector(&avgdir,&avgdir,0.33333);
      
      /* should normalize first, NYI */
      copyvector(&tman->normals[i],&avgdir);
     
      /* copy de lokatie */
      addvectors(&tman->tris[i].loc,&b->loc,&avgdir);
      /* en translate alle triangles terug naar hun eigen oorsprong */
      tman->vertices[pos+0].x -= avgdir.x;
      tman->vertices[pos+0].y -= avgdir.y;
      tman->vertices[pos+0].z -= avgdir.z;
      tman->vertices[pos+1].x -= avgdir.x;
      tman->vertices[pos+1].y -= avgdir.y;
      tman->vertices[pos+1].z -= avgdir.z;
      tman->vertices[pos+2].x -= avgdir.x;
      tman->vertices[pos+2].y -= avgdir.y;
      tman->vertices[pos+2].z -= avgdir.z;
      /* alwaar opschaling plaatsvindt */
      scale = b->radius * 2;
      scalevector(&tman->vertices[pos+0],&tman->vertices[pos+0],scale);
      scalevector(&tman->vertices[pos+1],&tman->vertices[pos+1],scale);
      scalevector(&tman->vertices[pos+2],&tman->vertices[pos+2],scale);
            
      tman->vertices[pos+0].x += avgdir.x;
      tman->vertices[pos+0].y += avgdir.y;
      tman->vertices[pos+0].z += avgdir.z;
      tman->vertices[pos+1].x += avgdir.x;
      tman->vertices[pos+1].y += avgdir.y;
      tman->vertices[pos+1].z += avgdir.z;
      tman->vertices[pos+2].x += avgdir.x;
      tman->vertices[pos+2].y += avgdir.y;
      tman->vertices[pos+2].z += avgdir.z;

      /* bereken nieuwe richting */
      scalevector(&tman->tris[i].dir,&avgdir,explosion);
      dvect.x = (0.1f - 0.2f*rnd());
      dvect.y = (0.15f - 0.3f*rnd());
      dvect.z = (0.1f - 0.2f*rnd());
      addvectors(&tman->tris[i].dir,&tman->tris[i].dir,&dvect);

      /* add ball's momentum to each piece of the exploded ball */
      mvect.x = b->dir.x * momentum;
      mvect.y = 0;
      mvect.z = b->dir.z * momentum;
      addvectors(&tman->tris[i].dir,&tman->tris[i].dir,&mvect);
   }
}
Exemplo n.º 7
0
static void updateballs(ballman *bman) 
{
   register int b,j;
   vectorf dvect,richting,relspeed,influence;
   GLfloat squaredist;

   for (b=0;b<bman->num_balls;b++) {

     GLfloat gravity = 0.30f * speed;

      /* apply gravity */
      bman->balls[b].dir.y -= gravity;
      /* apply movement */
      addvectors(&bman->balls[b].loc,&bman->balls[b].loc,&bman->balls[b].dir);
      /* boundary check */
      if (bman->balls[b].loc.y < bman->balls[b].radius) { /* ball onder bodem? (bodem @ y=0) */
	 if ((bman->balls[b].loc.x < -95.0) || 
	     (bman->balls[b].loc.x > 95.0) ||
	     (bman->balls[b].loc.z < -95.0) ||
	     (bman->balls[b].loc.z > 95.0)) {
	    if (bman->balls[b].loc.y < -2000.0)
	      createball(&bman->balls[b]);
	 } else {
	    bman->balls[b].loc.y = bman->balls[b].radius  + (bman->balls[b].radius - bman->balls[b].loc.y);
	    bman->balls[b].dir.y = -bman->balls[b].dir.y;
	    if (bman->balls[b].offside) {
	       bman->balls[b].bounced = TRUE; /* temporary disable painting ball */
	       scalevector(&bman->balls[b].dir,&bman->balls[b].dir,0.80f);
	       if (squaremagnitude(&bman->balls[b].dir) < 0.08f) {
		  createball(&bman->balls[b]);
               }
	       if (squaremagnitudehorz(&bman->balls[b].dir) < 0.005f) {
                 createball(&bman->balls[b]);
               }
	    }
	 }
	 
      }
      if (!bman->balls[b].offside) {
	 if (bman->balls[b].loc.x - bman->balls[b].radius < -20.0f) { /* x ondergrens */
	    if (bman->balls[b].loc.y > 41+bman->balls[b].radius)  bman->balls[b].offside=1;
	    else {
	       bman->balls[b].dir.x = -bman->balls[b].dir.x;
	       bman->balls[b].loc.x = -20.0f + bman->balls[b].radius;
	    }
	 }
	 if (bman->balls[b].loc.x + bman->balls[b].radius > 20.0f) { /* x bovengrens */
	    if (bman->balls[b].loc.y > 41+bman->balls[b].radius)  bman->balls[b].offside=1;
	    else {
	       bman->balls[b].dir.x = -bman->balls[b].dir.x;
	       bman->balls[b].loc.x = 20.0f - bman->balls[b].radius;
	    }
	 }
	 if (bman->balls[b].loc.z - bman->balls[b].radius < -20.0f) { /* z ondergrens */
	    if (bman->balls[b].loc.y > 41+bman->balls[b].radius)  bman->balls[b].offside=1;
	    else {
	       bman->balls[b].dir.z = -bman->balls[b].dir.z;
	       bman->balls[b].loc.z = -20.0f + bman->balls[b].radius;
	    }
	 }
	 if (bman->balls[b].loc.z + bman->balls[b].radius > 20.0f) { /* z bovengrens */
	    if (bman->balls[b].loc.y > 41+bman->balls[b].radius)  bman->balls[b].offside=1;
	    else {
	       bman->balls[b].dir.z = -bman->balls[b].dir.z;
	       bman->balls[b].loc.z = 20.0f - bman->balls[b].radius;
	    }
	 }
      } /* end if !offside */
   
      /* check voor stuiteren */
      for (j=b+1;j<bman->num_balls;j++) {
	 squaredist = (bman->balls[b].radius * bman->balls[b].radius) + (bman->balls[j].radius * bman->balls[j].radius);
	 subvectors(&dvect,&bman->balls[b].loc,&bman->balls[j].loc);
	 if ( squaremagnitude(&dvect) < squaredist ) { /* balls b and j touch */
	    subvectors(&richting,&bman->balls[j].loc,&bman->balls[b].loc);
	    subvectors(&relspeed,&bman->balls[b].dir,&bman->balls[j].dir);
	    /* calc mutual influence direction and magnitude */
	    scalevector(&influence,&richting,(dotproduct(&richting,&relspeed)/squaremagnitude(&richting)));
	    
	    subvectors(&bman->balls[b].dir,&bman->balls[b].dir,&influence);
	    addvectors(&bman->balls[j].dir,&bman->balls[j].dir,&influence);
	    addvectors(&bman->balls[b].loc,&bman->balls[b].loc,&bman->balls[b].dir);
	    addvectors(&bman->balls[j].loc,&bman->balls[j].loc,&bman->balls[j].dir);
	    
	    subvectors(&dvect,&bman->balls[b].loc,&bman->balls[j].loc);
	    while (squaremagnitude(&dvect) < squaredist) {
	       addvectors(&bman->balls[b].loc,&bman->balls[b].loc,&bman->balls[b].dir);
	       addvectors(&bman->balls[j].loc,&bman->balls[j].loc,&bman->balls[j].dir);
	       subvectors(&dvect,&bman->balls[b].loc,&bman->balls[j].loc);
	    }
	 }
      } /* end for j */
   } /* end for b */
}
Exemplo n.º 8
0
void createrope(int type,int particlenum,int particlenum2,int objectnum,int objectnum2,int texturenum)
  {
  int count/*,count2*/;
  int length;
  float vec[3],vec2[3];
  float mass;

  if (type<5)
    {
    if (type==1)
      mass=0.125f;
    if (type==2)
      mass=0.25f;
    if (type==3)
      mass=1.0f;
    if (type==4)
      mass=2.0f;

    subtractvectors(vec,particle[particlenum2].position,particle[particlenum].position);
    length=vectorlength(vec);
    if (length<1)
      length=1;
    length*=2;
  
    scalevector(vec,vec,1.0f/(float)length);
    copyvector(vec2,particle[particlenum].position);
    addvectors(vec2,vec2,vec);
    createparticle(4,vec2,NULL,mass,-1,10000);
    createbond(particlenum,numofparticles-1,4,numofropes);
    rope[numofropes].type=type;
    rope[numofropes].part1=particlenum;
    rope[numofropes].part2=numofparticles-1;
    if (type<3)
      rope[numofropes].texturenum=360;
    else
      rope[numofropes].texturenum=361;
    numofropes++;
  
    for (count=1;count<length-1;count++)
      {
      addvectors(vec2,vec2,vec);
      createparticle(4,vec2,NULL,mass,-1,10000);
      createbond(numofparticles-2,numofparticles-1,4,numofropes);
      rope[numofropes].type=type;
      rope[numofropes].part1=numofparticles-2;
      rope[numofropes].part2=numofparticles-1;
      if (type<3)
        rope[numofropes].texturenum=360;
      else
        rope[numofropes].texturenum=361;
      numofropes++;
      }
    createbond(numofparticles-1,particlenum2,4,numofropes);
    rope[numofropes].type=type;
    rope[numofropes].part1=numofparticles-1;
    rope[numofropes].part2=particlenum2;
    if (type<3)
      rope[numofropes].texturenum=360;
    else
      rope[numofropes].texturenum=361;
    numofropes++;
    }
  else 
    {
    if (type<10)
      createbond(particlenum,particlenum2,7,numofropes);
    else
      createbond(particlenum,particlenum2,8,numofropes);

    if (type<9)
      {
      if (level.object[objectnum2].type==6 || level.object[objectnum2].type==7)
        {
        subtractvectors(vec,level.object[objectnum2].position,particle[particlenum].position);
        subtractvectors(vec2,particle[particlenum2].position,object[objectnum2].position);
        rope[numofropes].range=vectorlength(vec2);
  
        bond[numofbonds-1].length=vectorlength(vec)-rope[numofropes].range;
        bond[numofbonds-1].maxlength=vectorlength(vec)-rope[numofropes].range;
        }
      if (level.object[objectnum2].type>=2 && level.object[objectnum2].type<6)
        {
        subtractvectors(vec2,level.object[objectnum2].position,object[objectnum].position);
        subtractvectors(vec,particle[particlenum2].position,particle[particlenum].position);
  
        if (fabs(vec2[0])>fabs(vec2[1]))
          vec[1]=0.0f;
        else
          vec[0]=0.0f;
  
        normalizevector(vec,vec);
  
        if (type==5 || type==9)
          copyvector(vec2,particle[particlenum2].position);
        if (type==6 || type==8)
          scaleaddvectors(vec2,particle[particlenum2].position,vec,-level.object[objectnum].lightcolor[0]*0.5f);
        if (type==7)
          scaleaddvectors(vec2,particle[particlenum2].position,vec,-level.object[objectnum].lightcolor[0]);
        subtractvectors(vec2,particle[particlenum].position,vec2);
        bond[numofbonds-1].length=vectorlength(vec2);
        bond[numofbonds-1].maxlength=vectorlength(vec2);
  
        if (type==5)
          scaleaddvectors(vec2,particle[particlenum2].position,vec,level.object[objectnum].lightcolor[0]);
        if (type==6 || type==8)
          scaleaddvectors(vec2,particle[particlenum2].position,vec,level.object[objectnum].lightcolor[0]*0.5f);
        if (type==7 || type==9)
          copyvector(vec2,particle[particlenum2].position);
        subtractvectors(vec2,particle[particlenum].position,vec2);
        rope[numofropes].range=(vectorlength(vec2)-bond[numofbonds-1].maxlength)*0.5f;
        }
      }

    rope[numofropes].type=type;
    rope[numofropes].part1=particlenum;
    rope[numofropes].part2=particlenum2;
    rope[numofropes].bondnum=numofbonds-1;
    if (type==5)
      rope[numofropes].angle=0.0f;
    if (type==6)
      rope[numofropes].angle=pi/2.0f;
    if (type==7)
      rope[numofropes].angle=pi;
    if (type==8)
      rope[numofropes].angle=3.0f*pi/2.0f;

    rope[numofropes].cycle=level.object[objectnum].lightcolor[1];
    rope[numofropes].cyclelength=level.object[objectnum].lightcolor[2];
    rope[numofropes].cyclecount=0.0f;
    rope[numofropes].link=level.object[objectnum].link;
    if (texturenum==0)
      rope[numofropes].texturenum=0;
    if (texturenum==1)
      rope[numofropes].texturenum=362;
    if (texturenum==2)
      rope[numofropes].texturenum=362;
    if (texturenum==3)
      rope[numofropes].texturenum=362;

    numofropes++;
    }
  }
Exemplo n.º 9
0
void objectcycle(void)
  {
  int count,count2,count3,count4;
  int x,y;
  float vec[3],vec2[3];
  float veclength,bondlength;
  float angle,spin;
  float intersectpoint[3];
  float normal[3];
  float scale,scale2;

  for (count=0;count<numofropes;count++)
    {
    updateogg();

    if (rope[count].type>=5 && rope[count].type<9)
      {
      bond[rope[count].bondnum].length=bond[rope[count].bondnum].maxlength+(rope[count].range-cos(rope[count].angle)*rope[count].range);

      if (rope[count].cyclelength==0.0f)
        {
        if (rope[count].link==-1 || object[rope[count].link].idata[0]==1)
          {
          rope[count].angle+=2.0f*pi/(50.0f*rope[count].cycle);
          if (rope[count].angle>2.0f*pi)
            rope[count].angle-=2.0f*pi;
          }
        }
      else
        {
        if (rope[count].link==-1)
          {
          if (rope[count].cyclecount<rope[count].cyclelength*2.0f*pi)
            {
            rope[count].angle+=2.0f*pi/(50.0f*rope[count].cycle);
            if (rope[count].angle>2.0f*pi)
              rope[count].angle-=2.0f*pi;
            rope[count].cyclecount+=2.0f*pi/(50.0f*rope[count].cycle);
            }
          }
        else
          {
          count2=0;
          if (object[rope[count].link].idata[0]==1 && rope[count].cyclecount==0.0f)
            count2=1;
          if (rope[count].cyclecount>0.0f && rope[count].cyclecount<rope[count].cyclelength*2.0f*pi)
            count2=1;
          if (rope[count].cyclecount>rope[count].cyclelength*2.0f*pi+2.0f*pi/(50.0f*rope[count].cycle))
            count2=1;
          if (object[rope[count].link].idata[0]==0 && rope[count].cyclecount>0.0f)
            count2=1;

          if (count2==1)
            {
            rope[count].angle+=2.0f*pi/(50.0f*rope[count].cycle);
            if (rope[count].angle>2.0f*pi)
              rope[count].angle-=2.0f*pi;
            rope[count].cyclecount+=2.0f*pi/(50.0f*rope[count].cycle);
            if (rope[count].cyclecount>=rope[count].cyclelength*4.0f*pi)
              rope[count].cyclecount=0.0f;
            }
          }
        }
      }
    }

  for (count=0;count<numofobjects;count++)
    {
    updateogg();

    if (object[count].damagedelay>0)
      object[count].damagedelay--;

    if (object[count].numofparticles!=0)
      {
      zerovector(object[count].velocity);
      for (count2=0;count2<object[count].numofparticles;count2++)
        addvectors(object[count].velocity,object[count].velocity,particle[object[count].particle[count2]].velocity);
      scalevector(object[count].velocity,object[count].velocity,1.0f/(float)object[count].numofparticles);
  
      zerovector(object[count].position);
      for (count2=0;count2<object[count].numofparticles;count2++)
        addvectors(object[count].position,object[count].position,particle[object[count].particle[count2]].position);
      scalevector(object[count].position,object[count].position,1.0f/(float)object[count].numofparticles);
      }

    objectsound(count);

    if (object[count].link!=-1)
      {
      if (object[count].lighttype==1 || object[count].lighttype==3)
        {
        if (object[object[count].link].idata[0])
          object[count].lighton=0;
        else
          object[count].lighton=1;
        }
      if (object[count].lighttype==2)
        {
        if (object[object[count].link].idata[0])
          object[count].lighton=1;
        else
          object[count].lighton=0;
        }
      }
    if (object[count].lighttype==3)
      {
      object[count].lightintensity+=((rand()&255)/255.0f-0.5f)*0.2f*object[count].lightintensitymax;
      if (object[count].lightintensity<object[count].lightintensitymax*0.5f)
        object[count].lightintensity=object[count].lightintensitymax*0.5f;
      if (object[count].lightintensity>object[count].lightintensitymax*1.5f)
        object[count].lightintensity=object[count].lightintensitymax*1.5f;
      }

    if (object[count].type==9)
    if (object[count].idata[0]==0 || object[count].idata[1]==0)
      {
      vec[1]=particle[object[count].particle[6]].position[1]-particle[object[count].particle[4]].position[1];
      vec[1]*=0.08f;
      vec[1]-=particle[object[count].particle[4]].velocity[1];
      particle[object[count].particle[4]].velocity[1]+=vec[1];

      vec[1]=particle[object[count].particle[6]].position[1]-particle[object[count].particle[5]].position[1];
      vec[1]*=0.08f;
      vec[1]-=particle[object[count].particle[5]].velocity[1];
      particle[object[count].particle[5]].velocity[1]+=vec[1];

      if (particle[object[count].particle[4]].position[1]>particle[object[count].particle[6]].position[1]-0.1f)
      if (particle[object[count].particle[5]].position[1]>particle[object[count].particle[6]].position[1]-0.1f)
        {
        if (object[count].idata[0]==1)
          playsound(14,object[count].position,NULL,0.2f,0,1.0f,-1,0);
        object[count].idata[0]=0;
        }
      if (particle[object[count].particle[4]].position[1]<particle[object[count].particle[6]].position[1]-0.2f)
      if (particle[object[count].particle[5]].position[1]<particle[object[count].particle[6]].position[1]-0.2f)
        {
        if (object[count].idata[0]==0)
          playsound(14,object[count].position,NULL,0.2f,0,1.0f,-1,0);
        object[count].idata[0]=1;
        }

      if (object[count].link!=-1)
        if (object[object[count].link].idata[0]==1)
          object[count].idata[0]=1;
      }
    if (object[count].type==9)
    if (object[count].idata[0]==1 && object[count].idata[1]==1)
      {
      vec[1]=particle[object[count].particle[6]].position[1]-0.375f-particle[object[count].particle[4]].position[1];
      vec[1]*=0.08f;
      vec[1]-=particle[object[count].particle[4]].velocity[1];
      particle[object[count].particle[4]].velocity[1]+=vec[1];

      vec[1]=particle[object[count].particle[6]].position[1]-0.375f-particle[object[count].particle[5]].position[1];
      vec[1]*=0.08f;
      vec[1]-=particle[object[count].particle[5]].velocity[1];
      particle[object[count].particle[5]].velocity[1]+=vec[1];
      }
    if (object[count].type==16)
    if (object[count].idata[0]==0 || object[count].idata[1]==0)
      {
      object[count].idata[0]=0;
      if (fabs(object[0].position[0]-object[count].position[0])<object[count].size[0]*0.5f)
      if (fabs(object[0].position[1]-object[count].position[1])<object[count].size[1]*0.5f)
        {
        object[count].idata[0]=1;
        if (object[count].idata[1]==2)
          {
          if ((rand()&3)==0)
            playsound(8,object[count].position,NULL,1.0f,0,1.0f,-1,0);
          else
            playsound(9,object[count].position,NULL,1.0f,0,1.0f,-1,0);
          game.bonus[8]++;
          }
        }
      if (level.gametype==11)
      if (fabs(object[1].position[0]-object[count].position[0])<object[count].size[0]*0.5f)
      if (fabs(object[1].position[1]-object[count].position[1])<object[count].size[1]*0.5f)
        {
        object[count].idata[0]=1;
        if (object[count].idata[1]==2)
          {
          if ((rand()&3)==0)
            playsound(8,object[count].position,NULL,1.0f,0,1.0f,-1,0);
          else
            playsound(9,object[count].position,NULL,1.0f,0,1.0f,-1,0);
          game.bonus[8]++;
          }
        }
      }
    if (object[count].type==15)
      {
      if (object[count].link==-1 || object[object[count].link].idata[0]==1)
      if ((game.framenum&255)==128)
        {
        createwheel(object[count].position,object[count].size[0],object[count].size[1],object[count].mass,0.8f,0);
        object[numofobjects-1].texturenum=object[count].texturenum;
        object[numofobjects-1].timetolive=512;
        object[numofobjects-1].link=-1;
        for (count2=0;count2<object[numofobjects-1].numofparticles;count2++)
          {
          particle[object[numofobjects-1].particle[count2]].velocity[0]=object[count].lightcolor[0]/PHYSICSCYCLE;
          particle[object[numofobjects-1].particle[count2]].velocity[1]=object[count].lightcolor[1]/PHYSICSCYCLE;
          }
        }
      }

    if (object[count].type==10)
      {
      if (object[count].rotate==0 || object[count].rotate==2)
        count3=1;
      else
        count3=0;
      for (count2=1;count2<=2;count2++)
        {
        vec[count3]=particle[object[count].particle[4]].position[count3]-particle[object[count].particle[count2]].position[count3];

        if (vec[count3]<0.0f)
          vec[count3]+=0.25f;
        else
          vec[count3]-=0.25f;

        if (vec[count3]<0.0f)
          {
          vec[2]=-0.04f;
          if (vec[2]<vec[count3])
            vec[2]=vec[count3];
          }
        else
          {
          vec[2]=0.04f;
          if (vec[2]>vec[count3])
            vec[2]=vec[count3];
          }


        vec[2]-=particle[object[count].particle[count2]].velocity[count3];

        particle[object[count].particle[count2]].velocity[count3]+=vec[2];

        if (particle[object[count].particle[count2]].position[count3]>particle[object[count].particle[4]].position[count3]+0.25f)
          particle[object[count].particle[count2]].position[count3]=particle[object[count].particle[4]].position[count3]+0.25f;
        if (particle[object[count].particle[count2]].position[count3]<particle[object[count].particle[4]].position[count3]-0.25f)
          particle[object[count].particle[count2]].position[count3]=particle[object[count].particle[4]].position[count3]-0.25f;
        }

      vec[0]=particle[object[count].particle[4]].position[count3]-particle[object[count].particle[1]].position[count3];
      if (object[count].rotate==3)
        vec[0]=-vec[0];

      if (vec[0]<-0.2f)
        {
        if (object[count].idata[0]==1)
          playsound(14,object[count].position,NULL,0.2f,0,1.0f,-1,0);
        object[count].idata[0]=0;
        }
      if (vec[0]>0.2f)
        {
        if (object[count].idata[0]==0)
          playsound(14,object[count].position,NULL,0.2f,0,1.0f,-1,0);
        object[count].idata[0]=1;
        }

      if (object[count].link!=-1)
        if (object[object[count].link].idata[0]==1)
          object[count].idata[0]=1;
      }
    if (object[count].type==1)
      {
      if (count!=0)
      if (level.gametype==0 && game.levelnum==34)
        objectai(count);

      for (count2=0;count2<16;count2++)
        {
        x=particle[object[count].particle[count2]].position[0];
        y=particle[object[count].particle[count2]].position[1];

        if (x>0 && x<254)
        if (y>0 && y<254)
          {
          if (block[level.foregrid[y][x]].density!=0.0f)
          if ((rand()&255)==0)
            {
            createparticle(5,object[count].position,object[count].velocity,0.125f*0.25f,-1,100+(rand()&63));
            particle[numofparticles-1].rendersize=0.125+(float)(rand()&127)/1000.0f;
            particle[numofparticles-1].texturenum=366;
            }
          if (block[level.foregrid[y][x]].foredamage!=0)
            object[count].hitpoints-=block[level.foregrid[y][x]].foredamage;
          if ((level.grid[y][x]>=248 && level.grid[y][x]<=255 && level.gridmod[y][x]==0) || (level.grid[y][x]>=240 && level.grid[y][x]<=247 && level.gridmod[y][x]==2))
            {
            vec[0]=(float)x+0.5f;
            vec[1]=(float)y+0.5f;
            vec[2]=0.0f;
            subtractvectors(vec2,vec,particle[object[count].particle[count2]].position);
            if (vectorlength(vec2)<0.45f)
              {
              scale=1.0f;

              if (level.grid[y][x]==251 || (level.grid[y][x]==251-8 && level.gridmod[y][x]==2))
                {
                if (game.numoflives<99 && game.difficulty!=3)
                  {
                  game.numoflives++;
                  createsprite(0,vec);
                  sprintf(sprite[numofsprites-1].text,"1UP");
                  sprite[numofsprites-1].size=14;
                  }
                else
                  {
                  game.score[0]+=1000;
                  createsprite(1000,vec);
                  }
                }
              if (level.grid[y][x]==252 || (level.grid[y][x]==252-8 && level.gridmod[y][x]==2))
                {
                if (object[count].hitpoints<900)
                  object[count].hitpoints+=100;
                else
                  object[count].hitpoints=1000;
                }
              if (level.grid[y][x]==253 || (level.grid[y][x]==253-8 && level.gridmod[y][x]==2))
                {
                if (level.gametype!=15)
                  {
                  game.score[0]+=50;
                  createsprite(50,vec);
                  }
                else
                  game.score[count]++;
                }
              if (level.grid[y][x]==254 || (level.grid[y][x]==254-8 && level.gridmod[y][x]==2))
                {
                game.score[0]+=100;
                createsprite(100,vec);
                if (game.oldschool==0)
                  scale=0.9f;
                }
              if (level.grid[y][x]==255 || (level.grid[y][x]==255-8 && level.gridmod[y][x]==2))
                {
                game.score[0]+=1000;
                createsprite(1000,vec);
                if (game.oldschool==0)
                  scale=0.8f;
                }

              if (level.grid[y][x]==252 || (level.grid[y][x]==252-8 && level.gridmod[y][x]==2))
                playsound(20,vec,NULL,0.7f,0,scale,-1,0);
              else
                playsound(10,vec,NULL,0.4f,0,scale,-1,0);

              level.gridmod[y][x]=1;

              if (level.grid[y][x]>=248 && level.grid[y][x]<=255)
                game.bonus[level.grid[y][x]-248]++;
              if (level.grid[y][x]>=240 && level.grid[y][x]<=247)
                game.bonus[level.grid[y][x]-240]++;
              }
            }
          }
        }

      count4=0;
      for (count2=0;count2<16;count2++)
      for (count3=0;count3<16;count3++)
      if (abs(count2-count3)>6)
        {
        subtractvectors(vec,particle[object[count].particle[count3]].position,particle[object[count].particle[count2]].position);
        veclength=vectorlength(vec);
        if (veclength<0.15f)
          count4++;
        //if (veclength<0.15f)
        //  object[count].hitpoints-=(0.2f-veclength)*500.0f;
        }

      if (count4>=2)
        object[count].hitpoints-=(count4-1)*50;

      if (object[count].numoforientations==0)
        copyvector(object[count].orientation[1],yaxis);
      else
        normalizevector(object[count].orientation[1],object[count].orientation[1]);
      crossproduct(object[count].orientation[0],zaxis,object[count].orientation[1]);
      normalizevector(object[count].orientation[0],object[count].orientation[0]);

      if (dotproduct(object[count].velocity,object[count].orientation[0])<-0.02f)
        object[count].direction=0;
      if (dotproduct(object[count].velocity,object[count].orientation[0])>0.02f)
        object[count].direction=1;

      angle=atan2(object[count].orientation[0][1],object[count].orientation[0][0]);
      spin=cos(angle)*fabs(cos(angle))*object[count].axis[0]+sin(angle)*fabs(sin(angle))*object[count].axis[1];

      if (spin<-1.0f)
        spin=-1.0f;
      if (spin>1.0f)
        spin=1.0f;
      if (angle<object[count].angle-pi)
        angle+=2.0f*pi;
      if (angle>object[count].angle+pi)
        angle-=2.0f*pi;
      /*
      scale=(angle-object[count].angle);
      if (scale<-0.1f)
        scale=-0.1f;
      if (scale>0.1f)
        scale=0.1f;

      object[count].angle+=scale;
      */
      object[count].angle+=(angle-object[count].angle)*0.05f;

      if (object[count].angle<0.0f)
        object[count].angle+=2.0f*pi;
      if (object[count].angle>2.0f*pi)
        object[count].angle-=2.0f*pi;

      for (count2=0;count2<16;count2++)
        {
        subtractvectors(vec,particle[object[count].particle[count2]].position,object[count].position);
        crossproduct(vec2,zaxis,vec);
        normalizevector(vec2,vec2);

        if (object[count].numoforientations!=0)
          {
          scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,vec2,spin*0.004f);
          }

        //if (object[count].numoforientations==0)
          {
          scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,xaxis,object[count].axis[0]*0.001f);
          if (object[count].axis[1]<0.0f)
            scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,yaxis,object[count].axis[1]*0.001f);
          else
            scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,yaxis,object[count].axis[1]*0.0005f);
          }
        }

      if ((object[count].button&4)==4)
        object[count].friction=0.01f;
      else
        object[count].friction=1.2f;
      if ((object[count].button&2)==2 || (object[count].button&8)==8)
        {
        for (count2=0;count2<numofbonds;count2++)
        if (bond[count2].objectnum==count && bond[count2].type==2)
          {
          bond[count2].cycles=0;
          //bond[count2].elasticity=0.02f;
          }
        }
      else
        {
        for (count2=0;count2<numofbonds;count2++)
        if (bond[count2].objectnum==count && bond[count2].type==2)
          {
          bond[count2].cycles=31;
          /*
          if ((object[count].button&4)==4)
            bond[count2].elasticity=0.005f;
          else
            bond[count2].elasticity=0.02f;
          */
          }
        }
      if ((object[count].button&8)==8)
        {
        for (count2=0;count2<object[count].numofparticles;count2++)
          {
          particle[object[count].particle[count2]].gravity=10.0f/(PHYSICSCYCLE*PHYSICSCYCLE);
          particle[object[count].particle[count2]].mass=0.5f;
          }
        }
      else
        {
        for (count2=0;count2<object[count].numofparticles;count2++)
          {
          particle[object[count].particle[count2]].gravity=4.0f/(PHYSICSCYCLE*PHYSICSCYCLE);
          particle[object[count].particle[count2]].mass=0.25f;
          }
        }
      }
    if (object[count].type==20)
      {
      subtractvectors(object[count].orientation[1],particle[object[count].particle[0]].position,particle[object[count].particle[3]].position);
      normalizevector(object[count].orientation[1],object[count].orientation[1]);
      object[count].orientation[0][0]=object[count].orientation[1][1];
      object[count].orientation[0][1]=-object[count].orientation[1][0];
      object[count].orientation[0][2]=0.0f;

      object[count].data[0]+=object[count].axis[0]*0.05f;
      if (object[count].data[0]<0.0f)
        object[count].data[0]+=0.02f;
      if (object[count].data[0]>0.0f)
        object[count].data[0]-=0.02f;
      if (object[count].data[0]<-0.5f)
        object[count].data[0]=-0.5f;
      if (object[count].data[0]>0.5f)
        object[count].data[0]=0.5f;

      object[count].data[1]+=object[count].axis[1]*0.008f;
      if ((object[count].button&2)==2)
        object[count].data[1]=0.0f;
      if (object[count].data[1]<0.0f)
        object[count].data[1]+=0.004f;
      if (object[count].data[1]>0.0f)
        object[count].data[1]-=0.004f;
      if (object[count].data[1]<-0.3f)
        object[count].data[1]=-0.3f;
      if (object[count].data[1]>0.3f)
        object[count].data[1]=0.3f;

      for (count2=0;count2<4;count2++)
        {
        copyvector(vec,particle[object[count].particle[count2]].velocity);
        if (count2==1 || count2==2)
          {
          //normal[0]=object[count].orientation[0][0]*cos(object[count].data[0])+object[count].orientation[0][1]*sin(object[count].data[0]);
          //normal[1]=object[count].orientation[1][1]*cos(object[count].data[0])-object[count].orientation[1][0]*sin(object[count].data[0]);
          scalevector(normal,object[count].orientation[0],cos(object[count].data[0]));
          scaleaddvectors(normal,normal,object[count].orientation[1],-sin(object[count].data[0]));
          calculatefriction(vec,vec2,normal,0.8f);
          subtractvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,vec2);
          }
        else
          {
          copyvector(normal,object[count].orientation[0]);
          scaleaddvectors(vec,vec,normal,-object[count].data[1]);
          vec[2]=1.0f/PHYSICSCYCLE;
          calculatefriction(vec,vec2,zaxis,0.8f);
          vec2[2]=0.0f;
          subtractvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,vec2);
          }
        //copyvector(particle[object[count].particle[count2]].velocity,vec);
        }

      for (count2=0;count2<4;count2++)
        {
        subtractvectors(vec,particle[object[count].particle[count2]].position,object[count].position);
        crossproduct(vec2,zaxis,vec);
        normalizevector(vec2,vec2);

        //scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,vec2,object[count].axis[0]*0.002f);
        //scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,object[count].orientation[0],object[count].axis[1]*0.003f);
        }
      }
    if (object[count].type==4)
      {
      for (count2=0;count2<4;count2++)
        {
        x=particle[object[count].particle[count2]].position[0];
        y=particle[object[count].particle[count2]].position[1];

        if (x>0 && x<254)
        if (y>0 && y<254)
          {
          if (block[level.foregrid[y][x]].foredamage!=0)
            object[count].hitpoints-=block[level.foregrid[y][x]].foredamage*4;
          }
        }
      if (object[count].hitpoints<0)
      if (object[count].timetolive>45)
        object[count].timetolive=45;

      subtractvectors(object[count].orientation[1],particle[object[count].particle[0]].position,particle[object[count].particle[3]].position);
      normalizevector(object[count].orientation[1],object[count].orientation[1]);
      object[count].orientation[0][0]=object[count].orientation[1][1];
      object[count].orientation[0][1]=-object[count].orientation[1][0];
      object[count].orientation[0][2]=0.0f;

      objectai(count);

      if (object[0].position[0]<object[count].position[0])
        object[count].direction=0;
      else
        object[count].direction=1;

      if (object[count].velocity[0]<-0.01f)
        object[count].direction=0;
      if (object[count].velocity[0]>0.01f)
        object[count].direction=1;
      if (object[count].link!=-1)
        object[object[count].link].direction=object[count].direction;

      if (dotproduct(object[count].orientation[1],yaxis)>0.7f)
      if (object[count].numoforientations!=0)
        {
        if (object[count].beasttype>=0 && object[count].beasttype<=2)
          scale=2.0f;
        if (object[count].beasttype==8 || object[count].beasttype==11)
          scale=2.0f;
        if (object[count].beasttype==16)
          scale=2.0f;
        if (object[count].beasttype>=3 && object[count].beasttype<=6)
          scale=2.0f;
        if (object[count].beasttype==9 || object[count].beasttype==10)
          scale=2.0f;
        if (object[count].beasttype==7 || object[count].beasttype==13)
          scale=1.5f;
        if (object[count].beasttype==15)
          scale=2.5f;

        if (object[count].axis[0]==-1.0f)
          {
          for (count2=0;count2<4;count2++)
          if (particle[object[count].particle[count2]].velocity[0]>-3.0f/PHYSICSCYCLE)
            particle[object[count].particle[count2]].velocity[0]-=scale/(PHYSICSCYCLE*PHYSICSCYCLE);
          }
        if (object[count].axis[0]==1.0f)
          {
          for (count2=0;count2<4;count2++)
          if (particle[object[count].particle[count2]].velocity[0]<3.0f/PHYSICSCYCLE)
            particle[object[count].particle[count2]].velocity[0]+=scale/(PHYSICSCYCLE*PHYSICSCYCLE);
          }
        }

      if (object[count].beasttype==0 || object[count].beasttype==2 || object[count].beasttype==8 || object[count].beasttype==16)
      if (object[count].numoforientations!=0)
      if ((object[count].button&2)==2)
        for (count2=0;count2<4;count2++)
          {
          if (object[count].beasttype!=8)
            scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,yaxis,0.08f);
          else
            scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,yaxis,0.12f);
          }
      if (object[count].beasttype==15)
      if (object[count].numoforientations!=0)
      if ((object[count].button&2)==2)
        for (count2=0;count2<2;count2++)
          scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,yaxis,0.08f);

      if (object[count].numoforientations!=0)
      if (dotproduct(object[count].orientation[1],yaxis)<0.7f)
        {
        if (object[count].orientation[1][0]<0.0f)
          spin=1.0f;
        else
          spin=-1.0f;
        for (count2=0;count2<4;count2++)
          {
          subtractvectors(vec,particle[object[count].particle[count2]].position,object[count].position);
          crossproduct(vec2,zaxis,vec);
          normalizevector(vec2,vec2);
  
          scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,vec2,spin*0.003f);
          }
        }
      }
    }
  }