Decoration tools - no way to set colour yet
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34
src/game/DecorationTool.h
Normal file
34
src/game/DecorationTool.h
Normal file
@ -0,0 +1,34 @@
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#ifndef DECORATIONTOOL_H_
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#define DECORATIONTOOL_H_
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#include "Tool.h"
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class DecorationTool: public Tool
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{
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public:
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enum ToolType { BlendAdd = DECO_ADD, BlendRemove = DECO_SUBTRACT, BlendMultiply = DECO_MULTIPLY, BlendDivide = DECO_DIVIDE, BlendSet = DECO_DRAW };
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ToolType decoMode;
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DecorationTool(ToolType decoMode_, string name, int r, int g, int b):
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Tool(0, name, r, g, b),
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decoMode(decoMode_)
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{
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}
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virtual ~DecorationTool() {}
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virtual void Draw(Simulation * sim, Brush * brush, ui::Point position){
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sim->ApplyDecorationPoint(position.X, position.Y, 1, 1, 24, 24, 24, 255, decoMode, brush);
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}
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virtual void DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) {
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sim->ApplyDecorationLine(position1.X, position1.Y, position2.X, position2.Y, 1, 1, 24, 24, 24, 255, decoMode, brush);
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}
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virtual void DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) {
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sim->ApplyDecorationBox(position1.X, position1.Y, position2.X, position2.Y, 24, 24, 24, 255, decoMode);
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}
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virtual void DrawFill(Simulation * sim, Brush * brush, ui::Point position) {
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}
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};
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#endif
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@ -7,6 +7,7 @@
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#include "Brush.h"
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#include "EllipseBrush.h"
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#include "client/Client.h"
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#include "game/DecorationTool.h"
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GameModel::GameModel():
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activeTools({NULL, NULL, NULL}),
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@ -58,7 +59,7 @@ GameModel::GameModel():
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}
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menuList.clear();
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for(int i = 0; i < 12; i++)
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for(int i = 0; i < SC_TOTAL; i++)
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{
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menuList.push_back(new Menu((const char)sim->msections[i].icon[0], sim->msections[i].name));
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}
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@ -87,6 +88,13 @@ GameModel::GameModel():
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//sim->wtypes[i]
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}
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//Add decoration tools to menu
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menuList[SC_DECO]->AddTool(new DecorationTool(DecorationTool::BlendAdd, "ADD", 0, 0, 0));
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menuList[SC_DECO]->AddTool(new DecorationTool(DecorationTool::BlendRemove, "SUB", 0, 0, 0));
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menuList[SC_DECO]->AddTool(new DecorationTool(DecorationTool::BlendMultiply, "MUL", 0, 0, 0));
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menuList[SC_DECO]->AddTool(new DecorationTool(DecorationTool::BlendDivide, "DIV", 0, 0, 0));
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menuList[SC_DECO]->AddTool(new DecorationTool(DecorationTool::BlendSet, "SET", 0, 0, 0));
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//Set default brush palette
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brushList.push_back(new Brush(ui::Point(4, 4)));
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brushList.push_back(new EllipseBrush(ui::Point(4, 4)));
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@ -300,6 +300,172 @@ int Simulation::create_part_add_props(int p, int x, int y, int tv, int rx, int r
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return p;
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}
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void Simulation::ApplyDecoration(int x, int y, int colR, int colG, int colB, int colA, int mode)
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{
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int rp, tr, tg, tb, ta;
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rp = pmap[y][x];
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if (!rp)
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return;
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if (mode == DECO_DRAW)
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{
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parts[rp>>8].dcolour = ((colA<<24)|(colR<<16)|(colG<<8)|colB);
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}
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else
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{
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if (parts[rp>>8].dcolour == 0)
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return;
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ta = (parts[rp>>8].dcolour>>24)&0xFF;
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tr = (parts[rp>>8].dcolour>>16)&0xFF;
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tg = (parts[rp>>8].dcolour>>8)&0xFF;
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tb = (parts[rp>>8].dcolour)&0xFF;
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if (mode == DECO_ADD)
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{
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ta += colA;
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tr += colR;
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tg += colG;
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tb += colB;
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}
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else if (mode == DECO_SUBTRACT)
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{
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ta -= colA;
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tr -= colR;
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tg -= colG;
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tb -= colB;
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}
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else if (mode == DECO_MULTIPLY)
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{
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ta *= (int)((float)(1.0f+((float)colA)/255.0f));
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tr *= (int)((float)(1.0f+((float)colR)/255.0f));
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tg *= (int)((float)(1.0f+((float)colG)/255.0f));
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tb *= (int)((float)(1.0f+((float)colB)/255.0f));
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}
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else if (mode == DECO_DIVIDE)
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{
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ta /= (int)((float)(1.0f+((float)colA)/255.0f));
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tr /= (int)((float)(1.0f+((float)colR)/255.0f));
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tg /= (int)((float)(1.0f+((float)colG)/255.0f));
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tb /= (int)((float)(1.0f+((float)colB)/255.0f));
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}
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if(ta > 255)
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ta = 255;
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else if(ta < 0)
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ta = 0;
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if(tr > 255)
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tr = 255;
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else if(tr < 0)
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tr = 0;
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if(tg > 255)
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tg = 255;
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else if(tg < 0)
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tg = 0;
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if(tb > 255)
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tb = 255;
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else if(tb < 0)
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tb = 0;
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parts[rp>>8].dcolour = ((ta<<24)|(tr<<16)|(tg<<8)|tb);
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}
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}
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void Simulation::ApplyDecorationPoint(int x, int y, int rx, int ry, int colR, int colG, int colB, int colA, int mode, Brush * cBrush)
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{
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int i, j;
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if(cBrush)
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{
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rx = cBrush->GetRadius().X;
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ry = cBrush->GetRadius().Y;
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}
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if (rx == 0 && ry == 0)
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{
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ApplyDecoration(x, y, colR, colG, colB, colA, mode);
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return;
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}
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bool *bitmap = cBrush->GetBitmap();
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for (j=-ry; j<=ry; j++)
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for (i=-rx; i<=rx; i++)
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if(bitmap[(j+ry)*(rx*2)+(i+rx)])
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ApplyDecoration(x+i, y+j, colR, colG, colB, colA, mode);
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}
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void Simulation::ApplyDecorationBox(int x1, int y1, int x2, int y2, int colR, int colG, int colB, int colA, int mode)
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{
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int i, j;
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if (x1>x2)
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{
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i = x2;
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x2 = x1;
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x1 = i;
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}
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if (y1>y2)
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{
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j = y2;
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y2 = y1;
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y1 = j;
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}
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for (j=y1; j<=y2; j++)
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for (i=x1; i<=x2; i++)
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ApplyDecorationPoint(i, j, 0, 0, colR, colG, colB, colA, mode);
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}
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void Simulation::ApplyDecorationLine(int x1, int y1, int x2, int y2, int rx, int ry, int colR, int colG, int colB, int colA, int mode, Brush * cBrush)
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{
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int cp=abs(y2-y1)>abs(x2-x1), x, y, dx, dy, sy;
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float e, de;
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if (cp)
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{
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y = x1;
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x1 = y1;
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y1 = y;
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y = x2;
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x2 = y2;
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y2 = y;
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}
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if (x1 > x2)
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{
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y = x1;
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x1 = x2;
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x2 = y;
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y = y1;
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y1 = y2;
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y2 = y;
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}
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dx = x2 - x1;
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dy = abs(y2 - y1);
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e = 0.0f;
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if (dx)
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de = dy/(float)dx;
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else
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de = 0.0f;
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y = y1;
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sy = (y1<y2) ? 1 : -1;
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for (x=x1; x<=x2; x++)
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{
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if (cp)
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ApplyDecorationPoint(y, x, rx, ry, colR, colG, colB, colA, mode, cBrush);
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else
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ApplyDecorationPoint(x, y, rx, ry, colR, colG, colB, colA, mode, cBrush);
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e += de;
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if (e >= 0.5f)
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{
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y += sy;
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if (!(rx+ry))
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{
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if (cp)
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ApplyDecorationPoint(y, x, rx, ry, colR, colG, colB, colA, mode, cBrush);
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else
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ApplyDecorationPoint(x, y, rx, ry, colR, colG, colB, colA, mode, cBrush);
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}
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e -= 1.0f;
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}
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}
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}
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//this creates particles from a brush, don't use if you want to create one particle
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int Simulation::create_parts(int x, int y, int rx, int ry, int c, int flags, Brush * cBrush)
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{
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int flood_parts(int x, int y, int c, int cm, int bm, int flags);
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int create_parts(int x, int y, int rx, int ry, int c, int flags, Brush * cBrush = NULL);
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void create_line(int x1, int y1, int x2, int y2, int rx, int ry, int c, int flags, Brush * cBrush = NULL);
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void ApplyDecoration(int x, int y, int colR, int colG, int colB, int colA, int mode);
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void ApplyDecorationPoint(int x, int y, int rx, int ry, int colR, int colG, int colB, int colA, int mode, Brush * cBrush = NULL);
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void ApplyDecorationLine(int x1, int y1, int x2, int y2, int rx, int ry, int colR, int colG, int colB, int colA, int mode, Brush * cBrush = NULL);
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void ApplyDecorationBox(int x1, int y1, int x2, int y2, int colR, int colG, int colB, int colA, int mode);
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void *transform_save(void *odata, int *size, matrix2d transform, vector2d translate);
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inline void orbitalparts_get(int block1, int block2, int resblock1[], int resblock2[]);
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inline void orbitalparts_set(int *block1, int *block2, int resblock1[], int resblock2[]);
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@ -133,6 +133,7 @@ menu_section * LoadMenus(int & menuCount)
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{"\xD2", "Life", 0, 1},
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{"\xD7", "Tools", 0, 1},
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{"\xD2", "More Life", 0, 1},
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{"\xC8", "Decoration tools", 0, 1},
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{"\xC8", "", 0, 0},
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{"\xC8", "Cracker", 0, 0},
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{"\xC8", "Cracker!", 0, 0},
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#define SC_SPECIAL 9
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#define SC_LIFE 10
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#define SC_TOOL 11
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#define SC_DECO 12
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#define SC_CRACKER 13
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#define SC_CRACKER2 14
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#define SC_TOTAL 12
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#define SC_TOTAL 13
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#define UI_WALLSTART 222
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#define UI_ACTUALSTART 122
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@ -54,6 +55,12 @@
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#define WL_GRAV 142
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#define WL_ALLOWENERGY 145
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#define DECO_DRAW 0
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#define DECO_ADD 1
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#define DECO_SUBTRACT 2
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#define DECO_MULTIPLY 3
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#define DECO_DIVIDE 4
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#ifndef SIMULATIONDATA_H_
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#define SIMULATIONDATA_H_
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