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#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+rx<XRES && y+ry<YRES && (rx || ry))
{
r = pmap[y+ry][x+rx];
if (!r)
fe = 1;
if (r)
continue;
if (!r)
{
for ( nnx =0 ; nnx<80; nnx++)
{
int randomness = (count + rand()%3-1 + 4)%8;//add -1,0,or 1 to count
if (sim->portalp[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;
}
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