-/*
+/*
* Copyright (C) 2003 Robert Kooima
*
* NEVERBALL is free software; you can redistribute it and/or modify
#include "base_config.h"
#include "binary.h"
-#define MAGIC 0x4F425251 /* Neverball sol file magic number (should not change) */
-#define SOL_VERSION 4 /* Neverball sol file format version (can change) */
+#define MAGIC 0x4F425251 /* SOL file magic number (should not change). */
+#define SOL_VERSION 5 /* SOL file format version (can change). */
#define LARGE 1.0e+5f
}
void sol_body_p(float p[3],
- const struct s_file *fp,
- const struct s_body *bp)
+ const struct s_file *fp,
+ const struct s_body *bp)
{
float v[3];
get_array(fin, bp->e[2], 3);
get_array(fin, bp->p, 3);
get_float(fin, &bp->r);
+ get_float(fin, &bp->a);
}
static void sol_load_view(FILE *fin, struct s_view *wp)
get_index(fin, &magic);
get_index(fin, &version);
+
if (magic != MAGIC || version != SOL_VERSION)
return 0;
for (i = 0; i < fp->ic; i++) get_index(fin, fp->iv + i);
if (fp->ac) fread(fp->av, 1, fp->ac, fin);
-
+
return 1;
}
put_array(fout, bp->e[2], 3);
put_array(fout, bp->p, 3);
put_float(fout, &bp->r);
+ put_float(fout, &bp->a);
}
static void sol_stor_view(FILE *fout, struct s_view *wp)
put_index(fin, &magic);
put_index(fin, &version);
-
+
put_index(fin, &fp->mc);
put_index(fin, &fp->vc);
put_index(fin, &fp->ec);
v_mad(u, w, n, -wn);
v_mad(v, v, n, -vn);
v_mad(v, v, u, +km * dt);
- v_mad(v, v, n, xn + yn);
+ v_mad(v, v, n, xn + yn);
v_mad(p, q, n, up->r);
const float o[3],
const float w[3])
{
- float U[3], u, t = dt;
+ float U[3] = {0.0f, 0.0f, 0.0f}; /* init value only to avoid gcc warnings */
+ float u, t = dt;
int i;
/* Short circuit a non-solid lump. */
t = u;
}
}
-
+
/* Test all edges */
if (up->r > 0.0f)
return 0;
}
-int sol_goal_test(struct s_file *fp, float *p, int ui)
+struct s_goal *sol_goal_test(struct s_file *fp, float *p, int ui)
{
const float *ball_p = fp->uv[ui].p;
const float ball_r = fp->uv[ui].r;
p[1] = fp->zv[zi].p[1];
p[2] = fp->zv[zi].p[2];
- return 1 + fp->zv[zi].s;
+ return &fp->zv[zi];
}
}
- return 0;
+ return NULL;
}
int sol_jump_test(struct s_file *fp, float *p, int ui)
-/* Test if the ball ui in inside a jump */
-/* Return 1 if yes and fill p with the destination position */
-/* Return 0 if no */
-/* Return 2 if the ball is on the border of a jump */
+/* Test if the ball ui is inside a jump. */
+/* Return 1 if yes and fill p with the destination position. */
+/* Return 0 if no. */
+/* Return 2 if the ball is on the border of a jump. */
{
const float *ball_p = fp->uv[ui].p;
const float ball_r = fp->uv[ui].r;
r[1] = ball_p[2] - fp->jv[ji].p[2];
r[2] = 0;
- l = v_len(r) - fp->jv[ji].r;
+ l = v_len(r) - fp->jv[ji].r;
if (l < 0 &&
ball_p[1] > fp->jv[ji].p[1] &&
ball_p[1] < fp->jv[ji].p[1] + JUMP_HEIGHT / 2)
{
- if (l < - ball_r )
- {
- p[0] = fp->jv[ji].q[0] + (ball_p[0] - fp->jv[ji].p[0]);
- p[1] = fp->jv[ji].q[1] + (ball_p[1] - fp->jv[ji].p[1]);
- p[2] = fp->jv[ji].q[2] + (ball_p[2] - fp->jv[ji].p[2]);
-
- return 1;
- }
- else
- res = 2;
+ if (l < - ball_r )
+ {
+ p[0] = fp->jv[ji].q[0] + (ball_p[0] - fp->jv[ji].p[0]);
+ p[1] = fp->jv[ji].q[1] + (ball_p[1] - fp->jv[ji].p[1]);
+ p[2] = fp->jv[ji].q[2] + (ball_p[2] - fp->jv[ji].p[2]);
+
+ return 1;
+ }
+ else
+ res = 2;
}
}
return res;
}
int sol_swch_test(struct s_file *fp, int ui)
-/* In the sol fp, test and process the event the ball ui enters a switch
- * return 1 if a visibla switch is activated
- * return 0 else (no switch is activated or only invisible switchs) */
+/* In the SOL fp, test and process the event the ball ui enters a switch.
+ * Return 1 if a visible switch is activated, return 0 otherwise (no switch is
+ * activated or only invisible switchs) */
{
const float *ball_p = fp->uv[ui].p;
const float ball_r = fp->uv[ui].r;
r[1] = ball_p[2] - xp->p[2];
r[2] = 0;
- l = v_len(r) - xp->r;
+ l = v_len(r) - xp->r;
if (l < ball_r &&
ball_p[1] > xp->p[1] &&
ball_p[1] < xp->p[1] + SWCH_HEIGHT / 2)
int pi = xp->pi;
int pj = xp->pi;
- /* The ball enter */
- if (xp->t0 == 0)
- xp->e = 1;
-
+ /* The ball enter */
+ if (xp->t0 == 0)
+ xp->e = 1;
+
/* Toggle the state, update the path. */
xp->f = xp->f ? 0 : 1;
if (xp->f != xp->f0)
xp->t = xp->t0;
- /* If visible, set the result */
- if (!xp->i)
- res = 1;
+ /* If visible, set the result */
+ if (!xp->i)
+ res = 1;
}
}
- else if (xp->e)
- /* A ball go out */
- xp->e = 0;
+ else if (xp->e)
+ /* A ball go out */
+ xp->e = 0;
}
}
return res;