The-Powder-Toy/includes/Simulation.h
Simon Robertshaw b0ea52690b Initial
2012-01-08 17:39:03 +00:00

242 lines
6.2 KiB
C++

/*
* Simulation.h
*
* Created on: Jan 2, 2012
* Author: Simon
*/
#ifndef SIMULATION_H_
#define SIMULATION_H_
#include <cstring>
#include "Config.h"
#include "Renderer.h"
#include "Graphics.h"
#include "Elements.h"
#include "misc.h"
#define CHANNELS ((int)(MAX_TEMP-73)/100+2)
class Simulation;
class Renderer;
class Gravity;
class Air;
struct Particle
{
int type;
int life, ctype;
float x, y, vx, vy;
float temp;
float pavg[2];
int flags;
int tmp;
int tmp2;
unsigned int dcolour;
};
typedef struct Particle Particle;
struct sign
{
int x,y,ju;
char text[256];
};
typedef struct sign sign;
struct part_type
{
char *name;
pixel pcolors;
float advection;
float airdrag;
float airloss;
float loss;
float collision;
float gravity;
float diffusion;
float hotair;
int falldown;
int flammable;
int explosive;
int meltable;
int hardness;
int menu;
int enabled;
int weight;
int menusection;
float heat;
unsigned char hconduct;
char *descs;
char state;
unsigned int properties;
int (*update_func) (UPDATE_FUNC_ARGS);
int (*graphics_func) (GRAPHICS_FUNC_ARGS);
};
typedef struct part_type part_type;
struct part_transition
{
float plv; // transition occurs if pv is lower than this
int plt;
float phv; // transition occurs if pv is higher than this
int pht;
float tlv; // transition occurs if t is lower than this
int tlt;
float thv; // transition occurs if t is higher than this
int tht;
};
typedef struct part_transition part_transition;
struct playerst
{
char comm; //command cell
char pcomm; //previous command
int elem; //element power
float legs[16]; //legs' positions
float accs[8]; //accelerations
char spwn; //if stick man was spawned
unsigned int frames; //frames since last particle spawn - used when spawning LIGH
};
typedef struct playerst playerst;
struct wall_type
{
pixel colour;
pixel eglow; // if emap set, add this to fire glow
int drawstyle;
const char *descs;
};
typedef struct wall_type wall_type;
struct gol_menu
{
const char *name;
pixel colour;
int goltype;
const char *description;
};
typedef struct gol_menu gol_menu;
//#ifdef _cplusplus
class Simulation
{
private:
public:
Gravity * grav;
Air * air;
part_type ptypes[PT_NUM];
part_transition ptransitions[PT_NUM];
wall_type wtypes[UI_WALLCOUNT];
gol_menu gmenu[NGOL];
int goltype[NGOL];
int grule[NGOL+1][10];
playerst player;
playerst player2;
playerst fighters[256]; //255 is the maximum number of fighters
unsigned char fighcount; //Contains the number of fighters
int lighting_recreate;
int gravwl_timeout;
Particle portalp[CHANNELS][8][80];
Particle emptyparticle;
int portal_rx[8];
int portal_ry[8];
int wireless[CHANNELS][2];
char can_move[PT_NUM][PT_NUM];
int parts_lastActiveIndex;// = NPART-1;
int pfree;
int NUM_PARTS;
int elementCount[PT_NUM];
int ISWIRE;
sign * signs;
//Gol sim
int CGOL;
int ISGOL;
int GSPEED;
unsigned char gol[XRES][YRES];
unsigned char gol2[XRES][YRES][NGOL+1];
//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 gravityMode;
int airMode;
int ngrav_enable;
int legacy_enable;
int aheat_enable;
int VINE_MODE;
int water_equal_test;
int sys_pause;
int framerender;
int pretty_powder;
//
int sandcolour_r;
int sandcolour_g;
int sandcolour_b; //TODO: Make a single variable
//Stuff
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();
void create_cherenkov_photon(int pp);
void create_gain_photon(int pp);
void kill_part(int i);
int flood_prop(int x, int y, size_t propoffset, void * propvalue, int proptype);
int flood_prop_2(int x, int y, size_t propoffset, void * propvalue, int proptype, int parttype, char * bitmap);
int flood_water(int x, int y, int i, int originaly, int check);
void detach(int i);
void part_change_type(int i, int x, int y, int t);
int create_part_add_props(int p, int x, int y, int tv, int rx, int ry);
//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, int flags);
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 create_box(int x1, int y1, int x2, int y2, int c, int flags);
int flood_parts(int x, int y, int c, int cm, int bm, int flags);
int create_parts(int x, int y, int rx, int ry, int c, int flags);
void create_line(int x1, int y1, int x2, int y2, int rx, int ry, int c, int flags);
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();
};
//#endif
#endif /* SIMULATION_H_ */