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INITBALL.C
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1992-01-05
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/* Initializes the balls and adds them to the object list. */
#include <stdlib.h>
#include <math.h>
#include "polygon.h"
#define NUM_BALLS 1 /* # of balls to initialize */
#include "balvert0.inc" /* face and vertex definitions for ball */
/* X, Y, Z rotations for balls, in tenths of degrees (angles) */
static RotateControl InitialRotate[NUM_BALLS] = {
{0,90,0},};
static MoveControl InitialMove[NUM_BALLS] = {
{0,0,35,0,0,-6000,0,0,-350}, };
/* Face colors for various balls */
static int Colors[NUM_BALLS][NUM_FACES] = {
{15,14,13,12,11,10,9,8,7,6,5,4,
14,13,12,11,10,9,8,7,6,5,4,15,
13,12,11,10,9,8,7,6,5,4,15,14,
12,11,10,9,8,7,6,5,4,15,14,13,
11,10,9,8,7,6,5,4,15,14,13,12,
10,9,8,7,6,5,4,15,14,13,12,11,},
};
/* Starting coordinates for balls in world space */
static int BallStartCoords[NUM_BALLS][3] = {
{30,0,-6000},
};
/* Delay counts (speed control) for balls */
static int InitRDelayCounts[NUM_BALLS] = {1};
static int BaseRDelayCounts[NUM_BALLS] = {1};
static int InitMDelayCounts[NUM_BALLS] = {1};
static int BaseMDelayCounts[NUM_BALLS] = {1};
void InitializeBalls()
{
int i, j, k;
PObject *WorkingBall;
for (i=0; i<NUM_BALLS; i++) {
if ((WorkingBall = malloc(sizeof(PObject))) == NULL) {
printf("Couldn't get memory\n"); exit(1); }
WorkingBall->DrawFunc = DrawPObject;
WorkingBall->RecalcFunc = XformAndProjectPObject;
WorkingBall->MoveFunc = RotateAndMovePObject;
WorkingBall->RecalcXform = 1;
for (k=0; k<2; k++) {
WorkingBall->EraseRect[k].Left =
WorkingBall->EraseRect[k].Top = 0x7FFF;
WorkingBall->EraseRect[k].Right = 0;
WorkingBall->EraseRect[k].Bottom = 0;
}
WorkingBall->RDelayCount = InitRDelayCounts[i];
WorkingBall->RDelayCountBase = BaseRDelayCounts[i];
WorkingBall->MDelayCount = InitMDelayCounts[i];
WorkingBall->MDelayCountBase = BaseMDelayCounts[i];
/* Set the object->world xform to none */
for (j=0; j<3; j++)
for (k=0; k<4; k++)
WorkingBall->XformToWorld[j][k] = INT_TO_FIXED(0);
WorkingBall->XformToWorld[0][0] =
WorkingBall->XformToWorld[1][1] =
WorkingBall->XformToWorld[2][2] = INT_TO_FIXED(1);
/* Set the initial location */
for (j=0; j<3; j++) {
WorkingBall->XformToWorld[j][3] =
INT_TO_FIXED(BallStartCoords[i][j]);
}
/* Initial center coordinates */
WorkingBall->CenterInView.X = WorkingBall->XformToWorld[0][3];
WorkingBall->CenterInView.Y = WorkingBall->XformToWorld[1][3];
WorkingBall->CenterInView.Z = WorkingBall->XformToWorld[2][3];
WorkingBall->NumVerts = NUM_VERTS;
WorkingBall->VertexList = Verts;
WorkingBall->NumFaces = NUM_FACES;
WorkingBall->Rotate = InitialRotate[i];
WorkingBall->Move.MoveX = INT_TO_FIXED(InitialMove[i].MoveX);
WorkingBall->Move.MoveY = INT_TO_FIXED(InitialMove[i].MoveY);
WorkingBall->Move.MoveZ = INT_TO_FIXED(InitialMove[i].MoveZ);
WorkingBall->Move.MinX = INT_TO_FIXED(InitialMove[i].MinX);
WorkingBall->Move.MinY = INT_TO_FIXED(InitialMove[i].MinY);
WorkingBall->Move.MinZ = INT_TO_FIXED(InitialMove[i].MinZ);
WorkingBall->Move.MaxX = INT_TO_FIXED(InitialMove[i].MaxX);
WorkingBall->Move.MaxY = INT_TO_FIXED(InitialMove[i].MaxY);
WorkingBall->Move.MaxZ = INT_TO_FIXED(InitialMove[i].MaxZ);
if ((WorkingBall->XformedVertexList =
malloc(NUM_VERTS*sizeof(Point3))) == NULL) {
printf("Couldn't get memory\n"); exit(1); }
if ((WorkingBall->ProjectedVertexList =
malloc(NUM_VERTS*sizeof(Point3))) == NULL) {
printf("Couldn't get memory\n"); exit(1); }
if ((WorkingBall->ScreenVertexList =
malloc(NUM_VERTS*sizeof(Point))) == NULL) {
printf("Couldn't get memory\n"); exit(1); }
if ((WorkingBall->FaceList =
malloc(NUM_FACES*sizeof(Face))) == NULL) {
printf("Couldn't get memory\n"); exit(1); }
/* Initialize the faces */
for (j=0; j<NUM_FACES; j++) {
WorkingBall->FaceList[j].VertNums = VertNumList[j];
WorkingBall->FaceList[j].NumVerts = VertsInFace[j];
WorkingBall->FaceList[j].Color = Colors[i][j];
}
AddObject((Object *)WorkingBall);
}
}