TPT: Alterations to TRON and fancy effects ffa5ccb666
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@ -1,4 +1,4 @@
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#include "simulation\Element.h"
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#include <element.h>
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/* TRON element is meant to resemble a tron bike (or worm) moving around and trying to avoid obstacles itself.
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* It has four direction each turn to choose from, 0 (left) 1 (up) 2 (right) 3 (down).
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@ -12,14 +12,16 @@
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* - +<----+---->+ - -
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* - - - - H - - - - -
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* Where H is the head with tail length 4, it checks the + area to see if it can hit any of the edges, then it is called safe, or picks the biggest area if none safe.
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* .tmp bit values: 0 tail , 1 head , 2 no tail growth , 4-8 is direction , 16 is wait flag
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* .tmp bit values: 1st head, 2nd no tail growth, 3rd wait flag, 4th Nodie, 5th Dying, 6th & 7th is direction, 8th - 16th hue
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* .tmp2 is tail length (gets longer every few hundred frames)
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* .life is the timer that kills the end of the tail (the head uses life for how often it grows longer)
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* .ctype Contains the colour, lost on save, regenerated using hue tmp (bits 7 - 16)
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*/
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#define TRON_HEAD 1
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#define TRON_NOGROW 2
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#define TRON_WAIT 16 //it was just created, so WAIT a frame
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#define TRON_NODIE 32
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#define TRON_WAIT 4 //it was just created, so WAIT a frame
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#define TRON_NODIE 8
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#define TRON_DEATH 16 //Crashed, now dying
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int tron_rx[4] = {-1, 0, 1, 0};
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int tron_ry[4] = { 0,-1, 0, 1};
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int new_tronhead(Simulation * sim, int x, int y, int i, int direction)
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@ -33,13 +35,13 @@ int new_tronhead(Simulation * sim, int x, int y, int i, int direction)
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sim->parts[i].life = 5;
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}
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//give new head our properties
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sim->parts[np].tmp = 1 | direction<<2 | sim->parts[i].tmp&(TRON_NOGROW|TRON_NODIE);
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sim->parts[np].tmp = 1 | direction<<5 | sim->parts[i].tmp&(TRON_NOGROW|TRON_NODIE) | (sim->parts[i].tmp&0xF800);
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if (np > i)
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sim->parts[np].tmp |= TRON_WAIT;
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sim->parts[np].ctype = sim->parts[i].ctype;
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sim->parts[np].tmp2 = sim->parts[i].tmp2;
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sim->parts[np].life = sim->parts[i].life + 2;
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sim->parts[np].dcolour = sim->parts[i].dcolour;
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return 1;
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}
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int trymovetron(Simulation * sim, int x, int y, int dir, int i, int len)
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@ -59,7 +61,7 @@ int trymovetron(Simulation * sim, int x, int y, int dir, int i, int len)
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for (tx = rx - tron_ry[dir] , ty = ry - tron_rx[dir], j=1; abs(tx-rx) < (len-k) && abs(ty-ry) < (len-k); tx-=tron_ry[dir],ty-=tron_rx[dir],j++)
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{
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r = sim->pmap[ty][tx];
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if (!r && !sim->bmap[(ty)/CELL][(tx)/CELL] && ry > CELL && rx > CELL && ry < YRES-CELL && rx < XRES-CELL)
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if (!r && !sim->bmap[(ty)/CELL][(tx)/CELL] && ty > CELL && tx > CELL && ty < YRES-CELL && tx < XRES-CELL)
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{
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if (j == (len-k))//there is a safe path, so we can break out
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return len+1;
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@ -71,7 +73,7 @@ int trymovetron(Simulation * sim, int x, int y, int dir, int i, int len)
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for (tx = rx + tron_ry[dir] , ty = ry + tron_rx[dir], j=1; abs(tx-rx) < (len-k) && abs(ty-ry) < (len-k); tx+=tron_ry[dir],ty+=tron_rx[dir],j++)
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{
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r = sim->pmap[ty][tx];
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if (!r && !sim->bmap[(ty)/CELL][(tx)/CELL] && ry > CELL && rx > CELL && ry < YRES-CELL && rx < XRES-CELL)
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if (!r && !sim->bmap[(ty)/CELL][(tx)/CELL] && ty > CELL && tx > CELL && ty < YRES-CELL && tx < XRES-CELL)
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{
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if (j == (len-k))
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return len+1;
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@ -88,15 +90,23 @@ int trymovetron(Simulation * sim, int x, int y, int dir, int i, int len)
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}
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int update_TRON(UPDATE_FUNC_ARGS) {
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int r, rx, ry, np;
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if(!parts[i].ctype)
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{
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int r, g, b;
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int hue = (parts[i].tmp&0xF800)>>7;
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HSV_to_RGB(hue,255,255,&r,&g,&b);
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parts[i].ctype = r<<16 | g<<8 | b;
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//Use photon-like wavelength?
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}
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if (parts[i].tmp&TRON_WAIT)
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{
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parts[i].tmp -= TRON_WAIT;
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parts[i].tmp &= ~TRON_WAIT;
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return 0;
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}
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if (parts[i].tmp&TRON_HEAD)
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{
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int firstdircheck = 0,seconddir,seconddircheck = 0,lastdir,lastdircheck = 0;
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int direction = (parts[i].tmp>>2 & 0x3);
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int direction = (parts[i].tmp>>5 & 0x3);
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int originaldir = direction;
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//random turn
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@ -133,20 +143,52 @@ int update_TRON(UPDATE_FUNC_ARGS) {
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//now try making new head, even if it fails
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if (new_tronhead(sim,x + tron_rx[direction],y + tron_ry[direction],i,direction) == -1)
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{
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//ohgod crash, <sparkle effect start here>
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//ohgod crash
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parts[i].tmp |= TRON_DEATH;
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//trigger tail death for TRON_NODIE, or is that mode even needed? just set a high tail length(but it still won't start dying when it crashes)
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}
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//set own life and clear .tmp (it dies if it can't move anyway)
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parts[i].life = parts[i].tmp2;
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parts[i].tmp = 0;
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parts[i].tmp &= parts[i].tmp&0xF810;
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}
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else // fade tail deco, or prevent tail from dieing
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{
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if (parts[i].tmp&TRON_NODIE)
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parts[i].life++;
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parts[i].dcolour = clamp_flt((float)parts[i].life/(float)parts[i].tmp2,0,1.0f) << 24 | parts[i].dcolour&0x00FFFFFF;
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//parts[i].dcolour = clamp_flt((float)parts[i].life/(float)parts[i].tmp2,0,1.0f) << 24 | parts[i].dcolour&0x00FFFFFF;
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}
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return 0;
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}
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int graphics_TRON(GRAPHICS_FUNC_ARGS) {
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if(cpart->tmp & TRON_HEAD)
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*pixel_mode |= PMODE_GLOW;
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if(cpart->ctype)
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{
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*colr = (cpart->ctype & 0xFF0000)>>16;
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*colg = (cpart->ctype & 0x00FF00)>>8;
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*colb = (cpart->ctype & 0x0000FF);
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}
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else
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{
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*colr = 255;
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*colg = 255;
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*colb = 255;
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}
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if(cpart->tmp & TRON_DEATH)
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{
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*pixel_mode |= FIRE_ADD | PMODE_FLARE;
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*firer = *colr;
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*fireg = *colg;
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*fireb = *colb;
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*firea = 255;
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}
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if(cpart->life < cpart->tmp2 && !(cpart->tmp & TRON_HEAD))
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{
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*pixel_mode |= PMODE_BLEND;
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*pixel_mode &= ~PMODE_FLAT;
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*cola = (int)((((float)cpart->life)/((float)cpart->tmp2))*255.0f);
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}
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return 0;
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}
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@ -2029,12 +2029,9 @@ int Simulation::create_part(int p, int x, int y, int tv)//the function for creat
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}
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if (t==PT_TRON)
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{
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int rr,rg,rb;
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int randhue = rand()%360;
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int randomdir = rand()%4;
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HSV_to_RGB(randhue,255,255,&rr,&rg,&rb);
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parts[i].dcolour = 255<<24 | rr<<16 | rg<<8 | rb;
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parts[i].tmp = 1|(randomdir<<2);//set as a head and a direction
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parts[i].tmp = 1|(randomdir<<5)|(randhue<<7);//set as a head and a direction
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parts[i].tmp2 = 4;//tail
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parts[i].life = 5;
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}
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