#include "simulation/Element.h" /*these are the count values of where the particle gets stored, depending on where it came from 0 1 2 7 . 3 6 5 4 PRTO does (count+4)%8, so that it will come out at the opposite place to where it came in PRTO does +/-1 to the count, so it doesn't jam as easily */ int update_PRTO(UPDATE_FUNC_ARGS) { int r, nnx, rx, ry, np, fe = 0; int count = 0; parts[i].tmp = (int)((parts[i].temp-73.15f)/100+1); if (parts[i].tmp>=CHANNELS) parts[i].tmp = CHANNELS-1; else if (parts[i].tmp<0) parts[i].tmp = 0; for (count=0; count<8; count++) { rx = sim->portal_rx[count]; ry = sim->portal_ry[count]; if (x+rx>=0 && y+ry>0 && x+rxportalp[parts[i].tmp][randomness][nnx].type==PT_SPRK)// TODO: make it look better, spark creation { sim->create_part(-1,x+1,y,PT_SPRK); sim->create_part(-1,x+1,y+1,PT_SPRK); sim->create_part(-1,x+1,y-1,PT_SPRK); sim->create_part(-1,x,y-1,PT_SPRK); sim->create_part(-1,x,y+1,PT_SPRK); sim->create_part(-1,x-1,y+1,PT_SPRK); sim->create_part(-1,x-1,y,PT_SPRK); sim->create_part(-1,x-1,y-1,PT_SPRK); sim->portalp[parts[i].tmp][randomness][nnx] = sim->emptyparticle; break; } else if (sim->portalp[parts[i].tmp][randomness][nnx].type) { if (sim->portalp[parts[i].tmp][randomness][nnx].type==PT_STKM) sim->player.spwn = 0; if (sim->portalp[parts[i].tmp][randomness][nnx].type==PT_STKM2) sim->player2.spwn = 0; if (sim->portalp[parts[i].tmp][randomness][nnx].type==PT_FIGH) { sim->fighcount--; sim->fighters[(unsigned char)sim->portalp[parts[i].tmp][randomness][nnx].tmp].spwn = 0; } np = sim->create_part(-1, x+rx, y+ry, sim->portalp[parts[i].tmp][randomness][nnx].type); if (np<0) { if (sim->portalp[parts[i].tmp][randomness][nnx].type==PT_STKM) sim->player.spwn = 1; if (sim->portalp[parts[i].tmp][randomness][nnx].type==PT_STKM2) sim->player2.spwn = 1; if (sim->portalp[parts[i].tmp][randomness][nnx].type==PT_FIGH) { sim->fighcount++; sim->fighters[(unsigned char)sim->portalp[parts[i].tmp][randomness][nnx].tmp].spwn = 1; } continue; } if (parts[np].type==PT_FIGH) { // Release the fighters[] element allocated by create_part, the one reserved when the fighter went into the portal will be used sim->fighters[(unsigned char)parts[np].tmp].spwn = 0; sim->fighters[(unsigned char)sim->portalp[parts[i].tmp][randomness][nnx].tmp].spwn = 1; } parts[np] = sim->portalp[parts[i].tmp][randomness][nnx]; parts[np].x = x+rx; parts[np].y = y+ry; sim->portalp[parts[i].tmp][randomness][nnx] = sim->emptyparticle; break; } } } } } if (fe) { int orbd[4] = {0, 0, 0, 0}; //Orbital distances int orbl[4] = {0, 0, 0, 0}; //Orbital locations if (!sim->parts[i].life) parts[i].life = rand()*rand()*rand(); if (!sim->parts[i].ctype) parts[i].ctype = rand()*rand()*rand(); sim->orbitalparts_get(parts[i].life, parts[i].ctype, orbd, orbl); for (r = 0; r < 4; r++) { if (orbd[r]<254) { orbd[r] += 16; if (orbd[r]>254) { orbd[r] = 0; orbl[r] = rand()%255; } else { orbl[r] += 1; orbl[r] = orbl[r]%255; } //orbl[r] += 1; //orbl[r] = orbl[r]%255; } else { orbd[r] = 0; orbl[r] = rand()%255; } } sim->orbitalparts_set(&parts[i].life, &parts[i].ctype, orbd, orbl); } else { parts[i].life = 0; parts[i].ctype = 0; } return 0; }