#ifndef SIMULATION_H #define SIMULATION_H #include #include #include #include "Config.h" #include "Elements.h" #include "SimulationData.h" #include "Sign.h" #include "Particle.h" #include "Stickman.h" #include "WallType.h" #include "GOLMenu.h" #include "MenuSection.h" #include "elements/Element.h" #define CHANNELS ((int)(MAX_TEMP-73)/100+2) class Snapshot; class SimTool; class Brush; struct SimulationSample; struct matrix2d; struct vector2d; class Simulation; class Renderer; class Gravity; class Air; class GameSave; class Simulation { public: Gravity * grav; Air * air; std::vector signs; Element elements[PT_NUM]; //Element * elements; std::vector tools; unsigned int * platent; wall_type wtypes[UI_WALLCOUNT]; gol_menu gmenu[NGOL]; int goltype[NGOL]; int grule[NGOL+1][10]; menu_section msections[SC_TOTAL]; int currentTick; int replaceModeSelected; int replaceModeFlags; char can_move[PT_NUM][PT_NUM]; int parts_lastActiveIndex; int pfree; int NUM_PARTS; bool elementRecount; int elementCount[PT_NUM]; int ISWIRE; int force_stacking_check; int emp_decor; //Stickman playerst player; playerst player2; playerst fighters[256]; //255 is the maximum number of fighters unsigned char fighcount; //Contains the number of fighters bool gravWallChanged; //Portals and Wifi Particle portalp[CHANNELS][8][80]; int portal_rx[8]; int portal_ry[8]; int wireless[CHANNELS][2]; //Gol sim int CGOL; int GSPEED; unsigned char gol[YRES][XRES]; unsigned short gol2[YRES][XRES][9]; //Air sim float (*vx)[XRES/CELL]; float (*vy)[XRES/CELL]; float (*pv)[XRES/CELL]; float (*hv)[XRES/CELL]; //Gravity sim float *gravx;//gravx[(YRES/CELL) * (XRES/CELL)]; float *gravy;//gravy[(YRES/CELL) * (XRES/CELL)]; float *gravp;//gravp[(YRES/CELL) * (XRES/CELL)]; float *gravmap;//gravmap[(YRES/CELL) * (XRES/CELL)]; //Walls unsigned char bmap[YRES/CELL][XRES/CELL]; unsigned char emap[YRES/CELL][XRES/CELL]; float fvx[YRES/CELL][XRES/CELL]; float fvy[YRES/CELL][XRES/CELL]; //Particles Particle parts[NPART]; int pmap[YRES][XRES]; int photons[YRES][XRES]; int pmap_count[YRES][XRES]; //Simulation Settings int edgeMode; int gravityMode; int legacy_enable; int aheat_enable; int water_equal_test; int sys_pause; int framerender; int pretty_powder; int sandcolour; int sandcolour_frame; int DEFAULT_PT_NUM; int Load(GameSave * save); int Load(int x, int y, GameSave * save); GameSave * Save(); GameSave * Save(int x1, int y1, int x2, int y2); SimulationSample GetSample(int x, int y); Snapshot * CreateSnapshot(); void Restore(const Snapshot & snap); int is_blocking(int t, int x, int y); int is_boundary(int pt, int x, int y); int find_next_boundary(int pt, int *x, int *y, int dm, int *em); int pn_junction_sprk(int x, int y, int pt); void photoelectric_effect(int nx, int ny); unsigned direction_to_map(float dx, float dy, int t); int do_move(int i, int x, int y, float nxf, float nyf); int try_move(int i, int x, int y, int nx, int ny); int eval_move(int pt, int nx, int ny, unsigned *rr); void init_can_move(); bool IsWallBlocking(int x, int y, int type); void create_cherenkov_photon(int pp); void create_gain_photon(int pp); void kill_part(int i); bool FloodFillPmapCheck(int x, int y, int type); int flood_prop(int x, int y, size_t propoffset, PropertyValue propvalue, StructProperty::PropertyType proptype); int flood_water(int x, int y, int i, int originaly, int check); int FloodINST(int x, int y, int fullc, int cm); void detach(int i); void part_change_type(int i, int x, int y, int t); //int InCurrentBrush(int i, int j, int rx, int ry); //int get_brush_flags(); int create_part(int p, int x, int y, int t); void delete_part(int x, int y); void get_sign_pos(int i, int *x0, int *y0, int *w, int *h); int is_wire(int x, int y); int is_wire_off(int x, int y); void set_emap(int x, int y); int parts_avg(int ci, int ni, int t); void create_arc(int sx, int sy, int dx, int dy, int midpoints, int variance, int type, int flags); int nearest_part(int ci, int t, int max_d); void update_particles_i(int start, int inc); void update_particles(); void rotate_area(int area_x, int area_y, int area_w, int area_h, int invert); void clear_area(int area_x, int area_y, int area_w, int area_h); void SetEdgeMode(int newEdgeMode); //Drawing Deco void ApplyDecoration(int x, int y, int colR, int colG, int colB, int colA, int mode); void ApplyDecorationPoint(int x, int y, int colR, int colG, int colB, int colA, int mode, Brush * cBrush = NULL); void ApplyDecorationLine(int x1, int y1, int x2, int y2, int colR, int colG, int colB, int colA, int mode, Brush * cBrush = NULL); void ApplyDecorationBox(int x1, int y1, int x2, int y2, int colR, int colG, int colB, int colA, int mode); //Drawing Tools like HEAT, AIR, and GRAV int Tool(int x, int y, int tool, float strength = 1.0f); int ToolBrush(int x, int y, int tool, Brush * cBrush, float strength = 1.0f); void ToolLine(int x1, int y1, int x2, int y2, int tool, Brush * cBrush, float strength = 1.0f); void ToolBox(int x1, int y1, int x2, int y2, int tool, float strength = 1.0f); //Drawing Walls int CreateWalls(int x, int y, int rx, int ry, int wall, Brush * cBrush = NULL); void CreateWallLine(int x1, int y1, int x2, int y2, int rx, int ry, int wall, Brush * cBrush = NULL); void CreateWallBox(int x1, int y1, int x2, int y2, int wall); int FloodWalls(int x, int y, int wall, int bm); //Drawing Particles int CreateParts(int positionX, int positionY, int c, Brush * cBrush, int flags = -1); int CreateParts(int x, int y, int rx, int ry, int c, int flags = -1); int CreatePartFlags(int x, int y, int c, int flags); void CreateLine(int x1, int y1, int x2, int y2, int c, Brush * cBrush, int flags = -1); void CreateLine(int x1, int y1, int x2, int y2, int c); void CreateBox(int x1, int y1, int x2, int y2, int c, int flags = -1); int FloodParts(int x, int y, int c, int cm, int flags = -1); void GetGravityField(int x, int y, float particleGrav, float newtonGrav, float & pGravX, float & pGravY); int GetParticleType(std::string type); void *transform_save(void *odata, int *size, matrix2d transform, vector2d translate); void orbitalparts_get(int block1, int block2, int resblock1[], int resblock2[]); void orbitalparts_set(int *block1, int *block2, int resblock1[], int resblock2[]); int get_wavelength_bin(int *wm); int get_normal(int pt, int x, int y, float dx, float dy, float *nx, float *ny); int get_normal_interp(int pt, float x0, float y0, float dx, float dy, float *nx, float *ny); void clear_sim(); void UpdateParticles(); Simulation(); ~Simulation(); }; #endif /* SIMULATION_H */