Working GOL (No graphics
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f86091d421
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@ -123,7 +123,7 @@ extern unsigned char ZSIZE;
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#define SAVE_OPS
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#define NGOL 25
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#define NGOL 24
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#define NGOLALT 24 //NGOL should be 24, but use this var until I find out why
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#define CIRCLE_BRUSH 0
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@ -95,7 +95,7 @@ int graphics_LIFE(GRAPHICS_FUNC_ARGS)
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else
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pc = PIXRGB(255, 255, 0);
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} else {
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//pc = gmenu[cpart->ctype].colour;
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pc = PIXRGB(255, 255, 0);//sim->gmenu[cpart->ctype].colour;
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}
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*colr = PIXR(pc);
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*colg = PIXG(pc);
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@ -35,7 +35,11 @@ GameModel::GameModel():
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}
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//Build menu for GOL types
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//for(int i = 0; i < GOL_)
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for(int i = 0; i < NGOL; i++)
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{
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Tool * tempTool = new GolTool(i, sim->gmenu[i].name, PIXR(sim->gmenu[i].colour), PIXG(sim->gmenu[i].colour), PIXB(sim->gmenu[i].colour));
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menuList[SC_LIFE]->AddTool(tempTool);
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}
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//Build other menus from wall data
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for(int i = 0; i < UI_WALLCOUNT; i++)
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@ -53,4 +53,23 @@ public:
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}
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};
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class GolTool: public Tool
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{
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public:
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GolTool(int id, string name, int r, int g, int b):
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Tool(id, name, r, g, b)
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{
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}
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virtual ~GolTool() {}
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virtual void Draw(Simulation * sim, Brush * brush, ui::Point position){
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sim->create_parts(position.X, position.Y, 1, 1, PT_LIFE|(toolID<<8), 0, 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->create_line(position1.X, position1.Y, position2.X, position2.Y, 1, 1, PT_LIFE|(toolID<<8), 0, 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->create_box(position1.X, position1.Y, position2.X, position2.Y, PT_LIFE|(toolID<<8), 0);
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}
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};
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#endif /* TOOL_H_ */
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0
src/interface/Spinner
Normal file
0
src/interface/Spinner
Normal file
@ -3213,6 +3213,16 @@ Simulation::Simulation():
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memcpy(ptransitions, ptransitionsT, sizeof(part_transition) * transitionCount);
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free(ptransitionsT);
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int golRulesCount;
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int * golRulesT = LoadGOLRules(golRulesCount);
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memcpy(grule, golRulesT, sizeof(int) * (golRulesCount*10));
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free(golRulesT);
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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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free(golMenuT);
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init_can_move();
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clear_sim();
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}
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@ -8,6 +8,78 @@
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#include "ElementFunctions.h"
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#include "ElementGraphics.h"
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gol_menu * LoadGOLMenu(int & golMenuCount)
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{
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gol_menu golMenu[NGOL] =
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{
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{"GOL", PIXPACK(0x0CAC00), 0, "Game Of Life B3/S23"},
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{"HLIF", PIXPACK(0xFF0000), 1, "High Life B36/S23"},
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{"ASIM", PIXPACK(0x0000FF), 2, "Assimilation B345/S4567"},
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{"2x2", PIXPACK(0xFFFF00), 3, "2x2 B36/S125"},
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{"DANI", PIXPACK(0x00FFFF), 4, "Day and Night B3678/S34678"},
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{"AMOE", PIXPACK(0xFF00FF), 5, "Amoeba B357/S1358"},
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{"MOVE", PIXPACK(0xFFFFFF), 6, "'Move' particles. Does not move things.. it is a life type B368/S245"},
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{"PGOL", PIXPACK(0xE05010), 7, "Pseudo Life B357/S238"},
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{"DMOE", PIXPACK(0x500000), 8, "Diamoeba B35678/S5678"},
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{"34", PIXPACK(0x500050), 9, "34 B34/S34"},
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{"LLIF", PIXPACK(0x505050), 10, "Long Life B345/S5"},
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{"STAN", PIXPACK(0x5000FF), 11, "Stains B3678/S235678"},
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{"SEED", PIXPACK(0xFBEC7D), 12, "B2/S"},
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{"MAZE", PIXPACK(0xA8E4A0), 13, "B3/S12345"},
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{"COAG", PIXPACK(0x9ACD32), 14, "B378/S235678"},
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{"WALL", PIXPACK(0x0047AB), 15, "B45678/S2345"},
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{"GNAR", PIXPACK(0xE5B73B), 16, "B1/S1"},
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{"REPL", PIXPACK(0x259588), 17, "B1357/S1357"},
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{"MYST", PIXPACK(0x0C3C00), 18, "B3458/S05678"},
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{"LOTE", PIXPACK(0xFF0000), 19, "Behaves kinda like Living on the Edge S3458/B37/4"},
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{"FRG2", PIXPACK(0x00FF00), 20, "Like Frogs rule S124/B3/3"},
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{"STAR", PIXPACK(0x0000FF), 21, "Like Star Wars rule S3456/B278/6"},
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{"FROG", PIXPACK(0x00AA00), 22, "Frogs S12/B34/3"},
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{"BRAN", PIXPACK(0xCCCC00), 23, "Brian 6 S6/B246/3"}
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};
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golMenuCount = NGOL;
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gol_menu * golMenuT = (gol_menu*)malloc(NGOL*sizeof(gol_menu));
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memcpy(golMenuT, golMenu, NGOL*sizeof(gol_menu));
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return golMenuT;
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}
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int * LoadGOLRules(int & golRuleCount)
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{
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int golRules[NGOL+1][10] =
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{
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// 0,1,2,3,4,5,6,7,8,STATES live=1 spawn=2 spawn&live=3 States are kind of how long until it dies, normal ones use two states(living,dead) for others the intermediate states live but do nothing
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{0,0,0,0,0,0,0,0,0,2},//blank
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{0,0,1,3,0,0,0,0,0,2},//GOL
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{0,0,1,3,0,0,2,0,0,2},//HLIF
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{0,0,0,2,3,3,1,1,0,2},//ASIM
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{0,1,1,2,0,1,2,0,0,2},//2x2
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{0,0,0,3,1,0,3,3,3,2},//DANI
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{0,1,0,3,0,3,0,2,1,2},//AMOE
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{0,0,1,2,1,1,2,0,2,2},//MOVE
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{0,0,1,3,0,2,0,2,1,2},//PGOL
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{0,0,0,2,0,3,3,3,3,2},//DMOE
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{0,0,0,3,3,0,0,0,0,2},//34
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{0,0,0,2,2,3,0,0,0,2},//LLIF
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{0,0,1,3,0,1,3,3,3,2},//STAN
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{0,0,2,0,0,0,0,0,0,2},//SEED
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{0,1,1,3,1,1,0,0,0,2},//MAZE
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{0,0,1,3,0,1,1,3,3,2},//COAG
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{0,0,1,1,3,3,2,2,2,2},//WALL
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{0,3,0,0,0,0,0,0,0,2},//GNAR
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{0,3,0,3,0,3,0,3,0,2},//REPL
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{1,0,0,2,2,3,1,1,3,2},//MYST
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{0,0,0,3,1,1,0,2,1,4},//LOTE
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{0,1,1,2,1,0,0,0,0,3},//FRG2
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{0,0,2,1,1,1,1,2,2,6},//STAR
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{0,1,1,2,2,0,0,0,0,3},//FROG
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{0,0,2,0,2,0,3,0,0,3},//BRAN
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};
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golRuleCount = NGOL+1;
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int * golRulesT = (int*)malloc((golRuleCount*10)*sizeof(int));
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memcpy(golRulesT, golRules, (golRuleCount*10)*sizeof(int));
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return golRulesT;
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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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@ -75,6 +75,10 @@ struct menu_section;
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struct wall_type;
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gol_menu * LoadGOLMenu(int & golMenuCount);
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int * LoadGOLRules(int & golRuleCount);
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wall_type * LoadWalls(int & wallCount);
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menu_section * LoadMenus(int & menuCount);
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