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| author | Simon Robertshaw <simon@hardwired.org.uk> | 2012-04-18 20:27:28 (GMT) |
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| committer | Simon Robertshaw <simon@hardwired.org.uk> | 2012-04-18 20:27:28 (GMT) |
| commit | e4d1c7141fdc362629c239ff31f97df37a3b92f9 (patch) | |
| tree | 25bb989983daa2281086a26b1c333342f7ec1c94 /src/elements/tron.cpp | |
| parent | 472cb8916eea4313c1d6ac9feb5c415db295536f (diff) | |
| download | powder-e4d1c7141fdc362629c239ff31f97df37a3b92f9.zip powder-e4d1c7141fdc362629c239ff31f97df37a3b92f9.tar.gz | |
TPT: TRON element, needs to glow and fancy explosion on crash eccf5658d2
Diffstat (limited to 'src/elements/tron.cpp')
| -rw-r--r-- | src/elements/tron.cpp | 152 |
1 files changed, 152 insertions, 0 deletions
diff --git a/src/elements/tron.cpp b/src/elements/tron.cpp new file mode 100644 index 0000000..6830dab --- /dev/null +++ b/src/elements/tron.cpp @@ -0,0 +1,152 @@ +#include "simulation\Element.h" + +/* TRON element is meant to resemble a tron bike (or worm) moving around and trying to avoid obstacles itself. + * It has four direction each turn to choose from, 0 (left) 1 (up) 2 (right) 3 (down). + * Each turn has a small random chance to randomly turn one way (so it doesn't do the exact same thing in a large room) + * If the place it wants to move isn't a barrier, it will try and 'see' infront of itself to determine its safety. + * For now the tron can only see its own body length in pixels ahead of itself (and around corners) + * - - - - - - - - - - + * - - - - + - - - - - + * - - - + + + - - - - + * - - +<--+-->+ - - - + * - +<----+---->+ - - + * - - - - H - - - - - + * Where H is the head with tail length 4, it checks the + area to see if it can hit any of the edges, then it is called safe, or picks the biggest area if none safe. + * .tmp bit values: 0 tail , 1 head , 2 no tail growth , 4-8 is direction , 16 is wait flag + * .tmp2 is tail length (gets longer every few hundred frames) + * .life is the timer that kills the end of the tail (the head uses life for how often it grows longer) + */ +#define TRON_HEAD 1 +#define TRON_NOGROW 2 +#define TRON_WAIT 16 //it was just created, so WAIT a frame +#define TRON_NODIE 32 +int tron_rx[4] = {-1, 0, 1, 0}; +int tron_ry[4] = { 0,-1, 0, 1}; +int new_tronhead(Simulation * sim, int x, int y, int i, int direction) +{ + int np = sim->create_part(-1, x , y ,PT_TRON); + if (np==-1) + return -1; + if (sim->parts[i].life >= 100) // increase tail length + { + sim->parts[i].tmp2++; + sim->parts[i].life = 5; + } + //give new head our properties + sim->parts[np].tmp = 1 | direction<<2 | sim->parts[i].tmp&(TRON_NOGROW|TRON_NODIE); + if (np > i) + sim->parts[np].tmp |= TRON_WAIT; + + sim->parts[np].tmp2 = sim->parts[i].tmp2; + sim->parts[np].life = sim->parts[i].life + 2; + sim->parts[np].dcolour = sim->parts[i].dcolour; + return 1; +} +int trymovetron(Simulation * sim, int x, int y, int dir, int i, int len) +{ + int k,j,r,rx,ry,tx,ty,count; + count = 0; + rx = x; + ry = y; + for (k = 1; k <= len; k ++) + { + rx += tron_rx[dir]; + ry += tron_ry[dir]; + r = sim->pmap[ry][rx]; + if (!r && !sim->bmap[(ry)/CELL][(rx)/CELL] && ry > CELL && rx > CELL && ry < YRES-CELL && rx < XRES-CELL) + { + count++; + for (tx = rx - tron_ry[dir] , ty = ry - tron_rx[dir], j=1; abs(tx-rx) < (len-k) && abs(ty-ry) < (len-k); tx-=tron_ry[dir],ty-=tron_rx[dir],j++) + { + r = sim->pmap[ty][tx]; + if (!r && !sim->bmap[(ty)/CELL][(tx)/CELL] && ry > CELL && rx > CELL && ry < YRES-CELL && rx < XRES-CELL) + { + if (j == (len-k))//there is a safe path, so we can break out + return len+1; + count++; + } + else //we hit a block so no need to check farther here + break; + } + for (tx = rx + tron_ry[dir] , ty = ry + tron_rx[dir], j=1; abs(tx-rx) < (len-k) && abs(ty-ry) < (len-k); tx+=tron_ry[dir],ty+=tron_rx[dir],j++) + { + r = sim->pmap[ty][tx]; + if (!r && !sim->bmap[(ty)/CELL][(tx)/CELL] && ry > CELL && rx > CELL && ry < YRES-CELL && rx < XRES-CELL) + { + if (j == (len-k)) + return len+1; + count++; + } + else + break; + } + } + else //a block infront, no need to continue + break; + } + return count; +} +int update_TRON(UPDATE_FUNC_ARGS) { + int r, rx, ry, np; + if (parts[i].tmp&TRON_WAIT) + { + parts[i].tmp -= TRON_WAIT; + return 0; + } + if (parts[i].tmp&TRON_HEAD) + { + int firstdircheck = 0,seconddir,seconddircheck = 0,lastdir,lastdircheck = 0; + int direction = (parts[i].tmp>>2 & 0x3); + int originaldir = direction; + + //random turn + int random = rand()%340; + if (random==1 || random==3) + { + //randomly turn left(3) or right(1) + direction = (direction + random)%4; + } + + //check infront + //do sight check + firstdircheck = trymovetron(sim,x,y,direction,i,parts[i].tmp2); + if (firstdircheck < parts[i].tmp2) + { + if (originaldir != direction) //if we just tried a random turn, don't pick random again + { + seconddir = originaldir; + lastdir = (direction + 2)%4; + } + else + { + seconddir = (direction + ((rand()%2)*2)+1)% 4; + lastdir = (seconddir + 2)%4; + } + seconddircheck = trymovetron(sim,x,y,seconddir,i,parts[i].tmp2); + lastdircheck = trymovetron(sim,x,y,lastdir,i,parts[i].tmp2); + } + //find the best move + if (seconddircheck > firstdircheck) + direction = seconddir; + if (lastdircheck > seconddircheck && lastdircheck > firstdircheck) + direction = lastdir; + //now try making new head, even if it fails + if (new_tronhead(sim,x + tron_rx[direction],y + tron_ry[direction],i,direction) == -1) + { + //ohgod crash, <sparkle effect start here> + //trigger tail death for TRON_NODIE, or is that mode even needed? just set a high tail length(but it still won't start dying when it crashes) + } + + //set own life and clear .tmp (it dies if it can't move anyway) + parts[i].life = parts[i].tmp2; + parts[i].tmp = 0; + } + else // fade tail deco, or prevent tail from dieing + { + if (parts[i].tmp&TRON_NODIE) + parts[i].life++; + parts[i].dcolour = clamp_flt((float)parts[i].life/(float)parts[i].tmp2,0,1.0f) << 24 | parts[i].dcolour&0x00FFFFFF; + } + + return 0; +} |
