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#include <stdlib.h>

#include "SDL.h"
#include "SDL_opengl.h"

#include "glpong.h"
#include "ball.h"

void GLPong_BallAdd() {
	Uint8 i;
	int added = 0;
	for (i = 0; i < sizeof(GLPong.Balls) / sizeof(void *); i++) {
		if (GLPong.Balls[i] == NULL) {
			GLPong.Balls[i] = malloc(sizeof(Ball_t));
			added = 1;
			break;
		}
	}
	
	if (added) {
		GLPong.Balls[i]->w = GLPong.w / (GLfloat)40;
		GLPong.Balls[i]->h = GLPong.h / (GLfloat)30;
		GLPong.Balls[i]->x = 40.0f;
		GLPong.Balls[i]->y = 40.0f;
		GLPong.Balls[i]->r = (float)rand() / RAND_MAX;
		GLPong.Balls[i]->g = (float)rand() / RAND_MAX;
		GLPong.Balls[i]->b = (float)rand() / RAND_MAX;
		GLPong.Balls[i]->a = SDL_ALPHA_OPAQUE;
		GLPong.Balls[i]->xv = GLPong.w / (GLfloat)320;
		GLPong.Balls[i]->yv = GLPong.h / (GLfloat)240;
	}
}

void GLPong_BallDelete() {
	Uint8 i;
	for (i = 0; i < sizeof(GLPong.Balls) / sizeof(void *); i--) {
		if (GLPong.Balls[i] != NULL) {
			free(GLPong.Balls[i]);
			GLPong.Balls[i] = NULL;
			break;
		}
	}
}

int GLPong_BallCollide(const Ball_t * a, const Ball_t * b) {
	if ( b->x + b->w < a->x ) return 0;
	if ( b->x > a->x + a->w ) return 0;
	if ( b->y + b->h < a->y ) return 0;
	if ( b->y > a->y + a->h ) return 0;
	return 1;
}