#include "Tool.h" #include "gui/game/Brush.h" #include "simulation/Simulation.h" #include "simulation/SimulationData.h" #include "ElementClasses.h" using namespace std; Tool::Tool(int id, String name, String description, int r, int g, int b, ByteString identifier, VideoBuffer * (*textureGen)(int, int, int)): textureGen(textureGen), toolID(id), toolName(name), toolDescription(description), strength(1.0f), blocky(false), identifier(identifier), colRed(r), colGreen(g), colBlue(b) { } VideoBuffer * Tool::GetTexture(int width, int height) { if(textureGen) { return textureGen(toolID, width, height); } return NULL; } void Tool::SetTextureGen(VideoBuffer * (*textureGen)(int, int, int)) { this->textureGen = textureGen; } ByteString Tool::GetIdentifier() { return identifier; } String Tool::GetName() { return toolName; } String Tool::GetDescription() { return toolDescription; } Tool::~Tool() {} void Tool::Click(Simulation * sim, Brush * brush, ui::Point position) { } void Tool::Draw(Simulation * sim, Brush * brush, ui::Point position) { sim->ToolBrush(position.X, position.Y, toolID, brush, strength); } void Tool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) { sim->ToolLine(position1.X, position1.Y, position2.X, position2.Y, toolID, brush, strength); } void Tool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) { sim->ToolBox(position1.X, position1.Y, position2.X, position2.Y, toolID, strength); } void Tool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) {} ElementTool::ElementTool(int id, String name, String description, int r, int g, int b, ByteString identifier, VideoBuffer * (*textureGen)(int, int, int)): Tool(id, name, description, r, g, b, identifier, textureGen) { } ElementTool::~ElementTool() {} void ElementTool::Draw(Simulation * sim, Brush * brush, ui::Point position){ sim->CreateParts(position.X, position.Y, toolID, brush); } void ElementTool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) { sim->CreateLine(position1.X, position1.Y, position2.X, position2.Y, toolID, brush); } void ElementTool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) { sim->CreateBox(position1.X, position1.Y, position2.X, position2.Y, toolID); } void ElementTool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) { sim->FloodParts(position.X, position.Y, toolID, -1); } WallTool::WallTool(int id, String name, String description, int r, int g, int b, ByteString identifier, VideoBuffer * (*textureGen)(int, int, int)): Tool(id, name, description, r, g, b, identifier, textureGen) { blocky = true; } WallTool::~WallTool() {} void WallTool::Draw(Simulation * sim, Brush * brush, ui::Point position) { sim->CreateWalls(position.X, position.Y, 1, 1, toolID, brush); } void WallTool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) { int wallX = position1.X/CELL; int wallY = position1.Y/CELL; if(dragging == false && toolID == WL_FAN && sim->bmap[wallY][wallX]==WL_FAN) { float newFanVelX = (position2.X-position1.X)*0.005f; newFanVelX *= strength; float newFanVelY = (position2.Y-position1.Y)*0.005f; newFanVelY *= strength; sim->FloodWalls(position1.X, position1.Y, WL_FLOODHELPER, WL_FAN); for (int j = 0; j < YRES/CELL; j++) for (int i = 0; i < XRES/CELL; i++) if (sim->bmap[j][i] == WL_FLOODHELPER) { sim->fvx[j][i] = newFanVelX; sim->fvy[j][i] = newFanVelY; sim->bmap[j][i] = WL_FAN; } } else { sim->CreateWallLine(position1.X, position1.Y, position2.X, position2.Y, 1, 1, toolID, brush); } } void WallTool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) { sim->CreateWallBox(position1.X, position1.Y, position2.X, position2.Y, toolID); } void WallTool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) { if (toolID != WL_STREAM) sim->FloodWalls(position.X, position.Y, toolID, -1); } WindTool::WindTool(int id, String name, String description, int r, int g, int b, ByteString identifier, VideoBuffer * (*textureGen)(int, int, int)): Tool(id, name, description, r, g, b, identifier, textureGen) { } void WindTool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) { int radiusX, radiusY, sizeX, sizeY; float strength = dragging?0.01f:0.002f; strength *= this->strength; radiusX = brush->GetRadius().X; radiusY = brush->GetRadius().Y; sizeX = brush->GetSize().X; sizeY = brush->GetSize().Y; unsigned char *bitmap = brush->GetBitmap(); for(int y = 0; y < sizeY; y++) { for(int x = 0; x < sizeX; x++) { if(bitmap[(y*sizeX)+x] && (position1.X+(x-radiusX) >= 0 && position1.Y+(y-radiusY) >= 0 && position1.X+(x-radiusX) < XRES && position1.Y+(y-radiusY) < YRES)) { sim->vx[(position1.Y+(y-radiusY))/CELL][(position1.X+(x-radiusX))/CELL] += (position2.X-position1.X)*strength; sim->vy[(position1.Y+(y-radiusY))/CELL][(position1.X+(x-radiusX))/CELL] += (position2.Y-position1.Y)*strength; } } } } void Element_LIGH_Tool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) { if (dragging) sim->CreateParts(position1.X, position1.Y, brush->GetRadius().X, brush->GetRadius().Y, PT_LIGH); } void Element_TESC_Tool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) { int radiusInfo = brush->GetRadius().X*4+brush->GetRadius().Y*4+7; sim->CreateBox(position1.X, position1.Y, position2.X, position2.Y, toolID | PMAPID(radiusInfo)); } void Element_TESC_Tool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) { int radiusInfo = brush->GetRadius().X*4+brush->GetRadius().Y*4+7; sim->FloodParts(position.X, position.Y, toolID | PMAPID(radiusInfo), -1); } void PlopTool::Click(Simulation * sim, Brush * brush, ui::Point position) { sim->create_part(-2, position.X, position.Y, TYP(toolID), ID(toolID)); }