Add missing GOL data
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c88079d084
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@ -952,5 +952,8 @@ void GameView::OnDraw()
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else
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sampleInfo << "Empty";
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g->drawtext(XRES+BARSIZE-(10+Graphics::textwidth((char*)sampleInfo.str().c_str())), 5, (const char*)sampleInfo.str().c_str(), 255, 255, 255, 255);
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if(sample.ctype && sample.ctype>0 && sample.ctype<PT_NUM)
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sampleInfo << ", Ctype: " << c->ElementResolve(sample.ctype);
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g->drawtext(XRES+BARSIZE-(10+Graphics::textwidth((char*)sampleInfo.str().c_str())), 10, (const char*)sampleInfo.str().c_str(), 255, 255, 255, 255);
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}
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@ -3412,6 +3412,11 @@ Simulation::Simulation():
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memcpy(grule, golRulesT, sizeof(int) * (golRulesCount*10));
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free(golRulesT);
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int golTypesCount;
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int * golTypesT = LoadGOLTypes(golTypesCount);
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memcpy(goltype, golTypesT, sizeof(int) * (golTypesCount));
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free(golTypesT);
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int golMenuCount;
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gol_menu * golMenuT = LoadGOLMenu(golMenuCount);
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memcpy(gmenu, golMenuT, sizeof(gol_menu) * golMenuCount);
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@ -80,6 +80,41 @@ int * LoadGOLRules(int & golRuleCount)
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return golRulesT;
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}
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int * LoadGOLTypes(int & golTypeCount)
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{
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int golTypes[NGOL] =
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{
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GT_GOL,
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GT_HLIF,
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GT_ASIM,
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GT_2x2,
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GT_DANI,
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GT_AMOE,
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GT_MOVE,
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GT_PGOL,
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GT_DMOE,
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GT_34,
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GT_LLIF,
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GT_STAN,
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GT_SEED,
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GT_MAZE,
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GT_COAG,
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GT_WALL,
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GT_GNAR,
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GT_REPL,
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GT_MYST,
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GT_LOTE,
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GT_FRG2,
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GT_STAR,
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GT_FROG,
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GT_BRAN,
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};
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golTypeCount = NGOL;
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int * golTypesT = (int*)malloc((golTypeCount)*sizeof(int));
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memcpy(golTypesT, golTypes, (golTypeCount)*sizeof(int));
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return golTypesT;
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}
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wall_type * LoadWalls(int & wallCount)
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{
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wall_type wtypes[] =
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@ -61,6 +61,58 @@
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#define DECO_MULTIPLY 3
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#define DECO_DIVIDE 4
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//Old IDs for GOL types
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#define GT_GOL 78
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#define GT_HLIF 79
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#define GT_ASIM 80
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#define GT_2x2 81
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#define GT_DANI 82
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#define GT_AMOE 83
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#define GT_MOVE 84
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#define GT_PGOL 85
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#define GT_DMOE 86
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#define GT_34 87
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#define GT_LLIF 88
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#define GT_STAN 89
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#define GT_SEED 134
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#define GT_MAZE 135
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#define GT_COAG 136
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#define GT_WALL 137
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#define GT_GNAR 138
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#define GT_REPL 139
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#define GT_MYST 140
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#define GT_LOTE 142
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#define GT_FRG2 143
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#define GT_STAR 144
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#define GT_FROG 145
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#define GT_BRAN 146
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//New IDs for GOL types
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#define NGT_GOL 0
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#define NGT_HLIF 1
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#define NGT_ASIM 2
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#define NGT_2x2 3
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#define NGT_DANI 4
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#define NGT_AMOE 5
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#define NGT_MOVE 6
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#define NGT_PGOL 7
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#define NGT_DMOE 8
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#define NGT_34 9
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#define NGT_LLIF 10
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#define NGT_STAN 11
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#define NGT_SEED 12
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#define NGT_MAZE 13
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#define NGT_COAG 14
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#define NGT_WALL 15
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#define NGT_GNAR 16
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#define NGT_REPL 17
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#define NGT_MYST 18
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#define NGT_LOTE 19
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#define NGT_FRG2 20
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#define NGT_STAR 21
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#define NGT_FROG 22
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#define NGT_BRAN 23
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#ifndef SIMULATIONDATA_H_
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#define SIMULATIONDATA_H_
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@ -84,6 +136,8 @@ struct wall_type;
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gol_menu * LoadGOLMenu(int & golMenuCount);
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int * LoadGOLTypes(int & golTypeCount);
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int * LoadGOLRules(int & golRuleCount);
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wall_type * LoadWalls(int & wallCount);
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