196 lines
7.2 KiB
C++
196 lines
7.2 KiB
C++
#include <string>
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#include "Tool.h"
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#include "gui/game/Brush.h"
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#include "simulation/Simulation.h"
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using namespace std;
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Tool::Tool(int id, string name, string description, int r, int g, int b, std::string identifier, VideoBuffer * (*textureGen)(int, int, int)):
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toolID(id),
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toolName(name),
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toolDescription(description),
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colRed(r),
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colGreen(g),
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colBlue(b),
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textureGen(textureGen),
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strength(1.0f),
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resolution(1),
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identifier(identifier)
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{
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}
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VideoBuffer * Tool::GetTexture(int width, int height)
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{
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if(textureGen)
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{
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return textureGen(toolID, width, height);
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}
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return NULL;
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}
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void Tool::SetTextureGen(VideoBuffer * (*textureGen)(int, int, int))
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{
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this->textureGen = textureGen;
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}
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std::string Tool::GetIdentifier() { return identifier; }
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string Tool::GetName() { return toolName; }
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string Tool::GetDescription() { return toolDescription; }
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Tool::~Tool() {}
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void Tool::Click(Simulation * sim, Brush * brush, ui::Point position) { }
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void Tool::Draw(Simulation * sim, Brush * brush, ui::Point position) {
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sim->ToolBrush(position.X, position.Y, toolID, brush, strength);
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}
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void Tool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) {
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sim->ToolLine(position1.X, position1.Y, position2.X, position2.Y, toolID, brush, strength);
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}
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void Tool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) {
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sim->ToolBox(position1.X, position1.Y, position2.X, position2.Y, toolID, strength);
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}
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void Tool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) {}
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ElementTool::ElementTool(int id, string name, string description, int r, int g, int b, std::string identifier, VideoBuffer * (*textureGen)(int, int, int)):
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Tool(id, name, description, r, g, b, identifier, textureGen)
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{
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}
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ElementTool::~ElementTool() {}
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void ElementTool::Draw(Simulation * sim, Brush * brush, ui::Point position){
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sim->CreateParts(position.X, position.Y, toolID, brush);
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}
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void ElementTool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) {
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sim->CreateLine(position1.X, position1.Y, position2.X, position2.Y, toolID, brush);
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}
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void ElementTool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) {
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sim->CreateBox(position1.X, position1.Y, position2.X, position2.Y, toolID);
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}
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void ElementTool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) {
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sim->FloodParts(position.X, position.Y, toolID, -1);
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}
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WallTool::WallTool(int id, string name, string description, int r, int g, int b, std::string identifier, VideoBuffer * (*textureGen)(int, int, int)):
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Tool(id, name, description, r, g, b, identifier, textureGen)
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{
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resolution = CELL;
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}
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WallTool::~WallTool() {}
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void WallTool::Draw(Simulation * sim, Brush * brush, ui::Point position) {
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sim->CreateWalls(position.X, position.Y, 1, 1, toolID, brush);
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}
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void WallTool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) {
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int wallX = position1.X/CELL;
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int wallY = position1.Y/CELL;
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if(dragging == false && toolID == WL_FAN && sim->bmap[wallY][wallX]==WL_FAN)
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{
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float newFanVelX = (position2.X-position1.X)*0.005f;
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newFanVelX *= strength;
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float newFanVelY = (position2.Y-position1.Y)*0.005f;
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newFanVelY *= strength;
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sim->FloodWalls(position1.X, position1.Y, WL_FLOODHELPER, WL_FAN, 0);
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for (int j = 0; j < YRES/CELL; j++)
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for (int i = 0; i < XRES/CELL; i++)
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if (sim->bmap[j][i] == WL_FLOODHELPER)
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{
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sim->fvx[j][i] = newFanVelX;
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sim->fvy[j][i] = newFanVelY;
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sim->bmap[j][i] = WL_FAN;
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}
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}
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else
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{
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sim->CreateWallLine(position1.X, position1.Y, position2.X, position2.Y, 1, 1, toolID, brush);
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}
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}
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void WallTool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) {
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sim->CreateWallBox(position1.X, position1.Y, position2.X, position2.Y, toolID);
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}
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void WallTool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) {
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if (toolID != WL_STREAM)
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sim->FloodWalls(position.X, position.Y, toolID, -1);
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}
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WindTool::WindTool(int id, string name, string description, int r, int g, int b, std::string identifier, VideoBuffer * (*textureGen)(int, int, int)):
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Tool(id, name, description, r, g, b, identifier, textureGen)
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{
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}
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WindTool::~WindTool() {}
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void WindTool::Draw(Simulation * sim, Brush * brush, ui::Point position)
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{
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}
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void WindTool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging)
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{
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int radiusX, radiusY, sizeX, sizeY;
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float strength = dragging?0.01f:0.002f;
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strength *= this->strength;
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radiusX = brush->GetRadius().X;
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radiusY = brush->GetRadius().Y;
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sizeX = brush->GetSize().X;
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sizeY = brush->GetSize().Y;
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unsigned char *bitmap = brush->GetBitmap();
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for(int y = 0; y < sizeY; y++)
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{
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for(int x = 0; x < sizeX; x++)
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{
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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))
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{
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sim->vx[(position1.Y+(y-radiusY))/CELL][(position1.X+(x-radiusX))/CELL] += (position2.X-position1.X)*strength;
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sim->vy[(position1.Y+(y-radiusY))/CELL][(position1.X+(x-radiusX))/CELL] += (position2.Y-position1.Y)*strength;
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}
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}
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}
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}
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void WindTool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) {}
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void WindTool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) {}
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void Element_LIGH_Tool::Draw(Simulation * sim, Brush * brush, ui::Point position)
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{
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if(sim->currentTick >= nextUse)
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{
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int p = sim->create_part(-2, position.X, position.Y, toolID);
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if (p != -1)
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{
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sim->parts[p].life = brush->GetRadius().X+brush->GetRadius().Y;
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if (sim->parts[p].life > 55)
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sim->parts[p].life = 55;
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sim->parts[p].temp = sim->parts[p].life*150; // temperature of the lighting shows the power of the lighting
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nextUse = sim->currentTick+sim->parts[p].life/4;
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}
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}
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}
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Element_TESC_Tool::Element_TESC_Tool(int id, string name, string description, int r, int g, int b, std::string identifier, VideoBuffer * (*textureGen)(int, int, int)):
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ElementTool(id, name, description, r, g, b, identifier, textureGen)
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{
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}
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void Element_TESC_Tool::Draw(Simulation * sim, Brush * brush, ui::Point position){
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int radiusInfo = brush->GetRadius().X*4+brush->GetRadius().Y*4+7;
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sim->CreateParts(position.X, position.Y, toolID | (radiusInfo << 8), brush);
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}
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void Element_TESC_Tool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) {
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int radiusInfo = brush->GetRadius().X*4+brush->GetRadius().Y*4+7;
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sim->CreateLine(position1.X, position1.Y, position2.X, position2.Y, toolID | (radiusInfo << 8), brush);
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}
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void Element_TESC_Tool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) {
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int radiusInfo = brush->GetRadius().X*4+brush->GetRadius().Y*4+7;
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sim->CreateBox(position1.X, position1.Y, position2.X, position2.Y, toolID | (radiusInfo << 8));
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}
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void Element_TESC_Tool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) {
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int radiusInfo = brush->GetRadius().X*4+brush->GetRadius().Y*4+7;
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sim->FloodParts(position.X, position.Y, toolID | (radiusInfo << 8), -1);
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}
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void PlopTool::Click(Simulation * sim, Brush * brush, ui::Point position)
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{
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sim->create_part(-2, position.X, position.Y, toolID);
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}
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