2 #include "system/stacktrace.h"
6 #include "game/level/lava/wavy_rect.h"
7 #include "game/level/player/rigid_rect.h"
10 #include "system/lt.h"
11 #include "system/line_stream.h"
12 #include "system/nth_alloc.h"
13 #include "system/log.h"
15 #define LAVA_BOINGNESS 2500.0f
23 Lava *create_lava_from_line_stream(LineStream *line_stream)
25 trace_assert(line_stream);
32 Lava *lava = PUSH_LT(lt, nth_alloc(sizeof(Lava)), free);
38 line_stream_next(line_stream),
40 &lava->rects_count) < 0) {
41 log_fail("Could not read amount of lavas\n");
45 lava->rects = PUSH_LT(lt, nth_alloc(sizeof(Wavy_rect*) * lava->rects_count), free);
46 if (lava->rects == NULL) {
50 for (size_t i = 0; i < lava->rects_count; ++i) {
51 lava->rects[i] = PUSH_LT(lt, create_wavy_rect_from_line_stream(line_stream), destroy_wavy_rect);
52 if (lava->rects[i] == NULL) {
62 void destroy_lava(Lava *lava)
68 /* TODO(#449): lava does not render its id in debug mode */
69 int lava_render(const Lava *lava,
75 for (size_t i = 0; i < lava->rects_count; ++i) {
76 if (wavy_rect_render(lava->rects[i], camera) < 0) {
84 int lava_update(Lava *lava, float delta_time)
88 for (size_t i = 0; i < lava->rects_count; ++i) {
89 if (wavy_rect_update(lava->rects[i], delta_time) < 0) {
97 bool lava_overlaps_rect(const Lava *lava,
102 for (size_t i = 0; i < lava->rects_count; ++i) {
103 if (rects_overlap(wavy_rect_hitbox(lava->rects[i]), rect)) {
111 void lava_float_rigid_rect(Lava *lava, Rigid_rect *object)
115 const Rect object_hitbox = rigid_rect_hitbox(object);
116 for (size_t i = 0; i < lava->rects_count; ++i) {
117 const Rect lava_hitbox = wavy_rect_hitbox(lava->rects[i]);
118 if (rects_overlap(object_hitbox, lava_hitbox)) {
119 const Rect overlap_area = rects_overlap_area(object_hitbox, lava_hitbox);
120 const float k = overlap_area.w * overlap_area.h / (object_hitbox.w * object_hitbox.h);
121 rigid_rect_apply_force(
123 vec(0.0f, -k * LAVA_BOINGNESS));
124 rigid_rect_damper(object, vec(0.0f, -0.9f));