TRON_NORANDOM flag
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2881eeb1b3
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@ -53,6 +53,7 @@ Element_TRON::Element_TRON()
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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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#define TRON_NORANDOM 65536
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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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unsigned int tron_colours[32];
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@ -86,7 +87,7 @@ int Element_TRON::update(UPDATE_FUNC_ARGS)
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//random turn
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int random = rand()%340;
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if (random==1 || random==3)
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if ((random==1 || random==3) && !(parts[i].tmp & TRON_NORANDOM))
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{
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//randomly turn left(3) or right(1)
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direction = (direction + random)%4;
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@ -97,7 +98,12 @@ int Element_TRON::update(UPDATE_FUNC_ARGS)
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firstdircheck = Element_TRON::trymovetron(sim,x,y,direction,i,parts[i].tmp2);
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if (firstdircheck < parts[i].tmp2)
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{
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if (originaldir != direction) //if we just tried a random turn, don't pick random again
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if (parts[i].tmp & TRON_NORANDOM)
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{
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seconddir = (direction + 1)%4;
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lastdir = (direction + 3)%4;
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}
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else if (originaldir != direction) //if we just tried a random turn, don't pick random again
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{
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seconddir = originaldir;
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lastdir = (direction + 2)%4;
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@ -177,7 +183,7 @@ int Element_TRON::new_tronhead(Simulation * sim, int x, int y, int i, int direct
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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<<5 | sim->parts[i].tmp&(TRON_NOGROW|TRON_NODIE) | (sim->parts[i].tmp&0xF800);
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sim->parts[np].tmp = 1 | direction<<5 | sim->parts[i].tmp&(TRON_NOGROW|TRON_NODIE|TRON_NORANDOM) | (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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