TRON element, needs to glow and fancy explosion on crash
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@ -202,6 +202,7 @@
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#define PT_IGNT 140
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#define PT_BOYL 141
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#define PT_GEL 142
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#define PT_TRON 143
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#define OLD_PT_WIND 147
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#define PT_H2 148
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@ -324,6 +325,7 @@ int graphics_WIRE(GRAPHICS_FUNC_ARGS);
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int graphics_ACEL(GRAPHICS_FUNC_ARGS);
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int graphics_DCEL(GRAPHICS_FUNC_ARGS);
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int graphics_GEL(GRAPHICS_FUNC_ARGS);
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int graphics_TRON(GRAPHICS_FUNC_ARGS);
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#define UPDATE_FUNC_ARGS int i, int x, int y, int surround_space, int nt
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// to call another update function with same arguments:
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@ -157,7 +157,7 @@ part_type ptypes[PT_NUM] =
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{"IGNC", PIXPACK(0xC0B050), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 1, 1, 1, 100, SC_EXPLOSIVE, R_TEMP+0.0f +273.15f, 88, "Ignition cord.", ST_SOLID, TYPE_SOLID | PROP_NEUTPENETRATE | PROP_SPARKSETTLE | PROP_LIFE_KILL, &update_IGNT, NULL},
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{"BOYL", PIXPACK(0x0A3200), 1.0f, 0.01f * CFDS, 0.99f, 0.30f, -0.1f, 0.0f, 0.18f, 0.000f * CFDS, 0, 0, 0, 0, 1, 1, 1, 1, SC_GAS, R_TEMP+2.0f +273.15f, 42, "Boyle, variable pressure gas. Expands when heated.", ST_GAS, TYPE_GAS, &update_BOYL, NULL},
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{"GEL", PIXPACK(0xFF9900), 0.6f, 0.01f * CFDS, 0.98f, 0.95f, 0.0f, 0.1f, 0.00f, 0.000f * CFDS, 2, 0, 0, 0, 20, 1, 1, 35, SC_LIQUID, R_TEMP-2.0f +273.15f, 29, "Gel. A liquid with variable viscosity and heat conductivity", ST_LIQUID, TYPE_LIQUID|PROP_LIFE_DEC|PROP_NEUTPENETRATE, &update_GEL, &graphics_GEL},
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/*FREE*/{"FRG2", PIXPACK(0x00FF00), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 0, 0, 0, 100, SC_LIFE, 9000.0f, 40, "Like Frogs rule S124/B3/3", ST_NONE, TYPE_SOLID|PROP_LIFE, NULL, NULL},
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{"TRON", PIXPACK(0x000000), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 0, 1, 1, 100, SC_SPECIAL, 0.0f, 40, "An automaton tron snake thing", ST_NONE, TYPE_SOLID|PROP_LIFE_DEC|PROP_LIFE_KILL, &update_TRON, NULL},
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/*FREE*/{"STAR", PIXPACK(0x0000FF), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 0, 0, 0, 100, SC_LIFE, 9000.0f, 40, "Like Star Wars rule S3456/B278/6", ST_NONE, TYPE_SOLID|PROP_LIFE, NULL, NULL},
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/*FREE*/{"FROG", PIXPACK(0x00AA00), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 0, 0, 0, 100, SC_LIFE, 9000.0f, 40, "Frogs S12/B34/3", ST_NONE, TYPE_SOLID|PROP_LIFE, NULL, NULL},
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/*FREE*/{"BRAN", PIXPACK(0xCCCC00), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 0, 0, 0, 100, SC_LIFE, 9000.0f, 40, "Brian 6 S6/B246/3", ST_NONE, TYPE_SOLID|PROP_LIFE, NULL, NULL},
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@ -333,7 +333,7 @@ part_transition ptransitions[PT_NUM] =
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/* IGNP */ {IPL, NT, IPH, NT, ITL, NT, 673.0f, PT_FIRE},
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/* BOYL */ {IPL, NT, IPH, NT, ITL, NT, ITH, NT},
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/* GEL */ {IPL, NT, IPH, NT, ITL, NT, ITH, NT},
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/*FREE*//* GOL */ {IPL, NT, IPH, NT, ITL, NT, ITH, NT},
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/* TRON */ {IPL, NT, IPH, NT, ITL, NT, ITH, NT},
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/*FREE*//* GOL */ {IPL, NT, IPH, NT, ITL, NT, ITH, NT},
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/*FREE*//* GOL */ {IPL, NT, IPH, NT, ITL, NT, ITH, NT},
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/*FREE*//* GOL */ {IPL, NT, IPH, NT, ITL, NT, ITH, NT},
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152
src/elements/tron.c
Normal file
152
src/elements/tron.c
Normal file
@ -0,0 +1,152 @@
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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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* Each turn has a small random chance to randomly turn one way (so it doesn't do the exact same thing in a large room)
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* If the place it wants to move isn't a barrier, it will try and 'see' infront of itself to determine its safety.
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* For now the tron can only see its own body length in pixels ahead of itself (and around corners)
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* - - - - - - - - - -
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* - - - - + - - - - -
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* - - - + + + - - - -
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* - - +<--+-->+ - - -
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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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* .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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*/
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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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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(int x, int y, int i, int direction)
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{
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int np = create_part(-1, x , y ,PT_TRON);
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if (np==-1)
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return -1;
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if (parts[i].life >= 100) // increase tail length
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{
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parts[i].tmp2++;
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parts[i].life = 5;
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}
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//give new head our properties
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parts[np].tmp = 1 | direction<<2 | parts[i].tmp&(TRON_NOGROW|TRON_NODIE);
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if (np > i)
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parts[np].tmp |= TRON_WAIT;
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parts[np].tmp2 = parts[i].tmp2;
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parts[np].life = parts[i].life + 2;
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parts[np].dcolour = parts[i].dcolour;
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return 1;
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}
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int trymovetron(int x, int y, int dir, int i, int len)
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{
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int k,j,r,rx,ry,tx,ty,count;
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count = 0;
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rx = x;
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ry = y;
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for (k = 1; k <= len; k ++)
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{
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rx += tron_rx[dir];
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ry += tron_ry[dir];
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r = pmap[ry][rx];
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if (!r && !bmap[(ry)/CELL][(rx)/CELL] && ry > CELL && rx > CELL && ry < YRES-CELL && rx < XRES-CELL)
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{
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count++;
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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 = pmap[ty][tx];
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if (!r && !bmap[(ty)/CELL][(tx)/CELL] && ry > CELL && rx > CELL && ry < YRES-CELL && rx < 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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count++;
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}
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else //we hit a block so no need to check farther here
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break;
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}
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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 = pmap[ty][tx];
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if (!r && !bmap[(ty)/CELL][(tx)/CELL] && ry > CELL && rx > CELL && ry < YRES-CELL && rx < 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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count++;
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}
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else
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break;
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}
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}
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else //a block infront, no need to continue
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break;
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}
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return count;
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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].tmp&TRON_WAIT)
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{
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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 originaldir = direction;
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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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{
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//randomly turn left(3) or right(1)
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direction = (direction + random)%4;
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}
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//check infront
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//do sight check
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firstdircheck = trymovetron(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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{
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seconddir = originaldir;
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lastdir = (direction + 2)%4;
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}
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else
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{
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seconddir = (direction + ((rand()%2)*2)+1)% 4;
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lastdir = (seconddir + 2)%4;
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}
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seconddircheck = trymovetron(x,y,seconddir,i,parts[i].tmp2);
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lastdircheck = trymovetron(x,y,lastdir,i,parts[i].tmp2);
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}
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//find the best move
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if (seconddircheck > firstdircheck)
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direction = seconddir;
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if (lastdircheck > seconddircheck && lastdircheck > firstdircheck)
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direction = lastdir;
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//now try making new head, even if it fails
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if (new_tronhead(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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//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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}
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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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}
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return 0;
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}
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11
src/powder.c
11
src/powder.c
@ -929,6 +929,17 @@ inline int create_part(int p, int x, int y, int tv)//the function for creating a
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parts[i].tmp = grule[v+1][9] - 1;
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parts[i].ctype = v;
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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].tmp2 = 4;//tail
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parts[i].life = 5;
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}
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if (t==PT_DEUT)
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parts[i].life = 10;
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