Example #1
0
void Patch::applyForces(){
  int i, x, y, z, x1, y1, z1;
  // if all forces are received, then it must recompute particles location
  if (forceCount == numNbrs) {
    CkVec<Particle> *outgoing = new CkVec<Particle>[numNbrs];

    // Received all it's forces from the interactions.
    forceCount = 0;
  
    // Update properties on own particles
    updateProperties();

    // sending particles to neighboring cells
    x = thisIndex.x;
    y = thisIndex.y;
    z = thisIndex.z;
    if (stepCount > 0 && (stepCount % migrateStepCount) == 0){
      for(i=0; i<particles.length(); i++) {
	migrateToPatch(particles[i], x1, y1, z1);
	if(x1 !=0 || y1!=0 || z1 !=0) {
	  //CkPrintf("PARTICLE MIGRATING!\n");
	  outgoing[(x1+1)*nbrsY*nbrsZ + (y1+1)*nbrsZ + (z1+1)].push_back(wrapAround(particles[i]));
	  particles.remove(i);
	}
      }
    
   
      for(int num=0; num<numNbrs; num++) {
	x1 = num / (nbrsY * nbrsZ)            - nbrsX/2;
	y1 = (num % (nbrsY * nbrsZ)) / nbrsZ - nbrsY/2;
	z1 = num % nbrsZ                       - nbrsZ/2;

	patchArray(WRAP_X(x+x1), WRAP_Y(y+y1), WRAP_Z(z+z1)).receiveParticles(outgoing[num]);
      }
    }
    else
      incomingFlag = true;

    updateFlag = true;
	      
    // checking whether to proceed with next step
    thisProxy(x, y, z).checkNextStep();
    //checkNextStep();
    delete [] outgoing;
  //  thisProxy(x, y, z).checkNextStep();
    //checkNextStep();
  }
//  else { CkPrintf("forcecount = %d/%d on patch %d %d %d\n", forceCount, numNbrs, thisIndex.x, thisIndex.y, thisIndex.z); }

}
Example #2
0
void
spawn_planet (void)
{
	HELEMENT hPlanetElement;
	
	hPlanetElement = AllocElement ();
	if (hPlanetElement)
	{
		ELEMENT *PlanetElementPtr;
		extern FRAME planet[];

		LockElement (hPlanetElement, &PlanetElementPtr);
		PlanetElementPtr->playerNr = NEUTRAL_PLAYER_NUM;
		PlanetElementPtr->hit_points = 200;
		PlanetElementPtr->state_flags = APPEARING;
		PlanetElementPtr->life_span = NORMAL_LIFE + 1;
		SetPrimType (&DisplayArray[PlanetElementPtr->PrimIndex], STAMP_PRIM);
		PlanetElementPtr->current.image.farray = planet;
		PlanetElementPtr->current.image.frame =
				PlanetElementPtr->current.image.farray[0];
		PlanetElementPtr->collision_func = collision;
		PlanetElementPtr->postprocess_func =
				(void (*) (struct element *ElementPtr))CalculateGravity;
		ZeroVelocityComponents (&PlanetElementPtr->velocity);
		do
		{
			PlanetElementPtr->current.location.x =
					WRAP_X (DISPLAY_ALIGN_X (TFB_Random ()));
			PlanetElementPtr->current.location.y =
					WRAP_Y (DISPLAY_ALIGN_Y (TFB_Random ()));
		} while (CalculateGravity (PlanetElementPtr)
				|| Overlap (PlanetElementPtr));
		PlanetElementPtr->mass_points = PlanetElementPtr->hit_points;

		PlanetElementPtr->triggers_teleport_safety = TRUE;

		UnlockElement (hPlanetElement);

		PutElement (hPlanetElement);
	}
}
Example #3
0
void Patch::createComputes() {
  //double d1 = CmiWallTimer();
  int num;  
  
  int x = thisIndex.x;
  int y = thisIndex.y;
  int z = thisIndex.z;
  int px1, py1, pz1, dx, dy, dz, px2, py2, pz2;

  // For Round Robin insertion
  int numPes = CkNumPes();
  int currPe = CkMyPe();

  computesList = new int*[numNbrs];
  for (int i =0; i < numNbrs; i++){
    computesList[i] = new int[6];
  }
 
  /*  The computes X are inserted by a given patch:
   *
   *	^  X  X  X
   *	|  0  X  X
   *	y  0  0  0
   *	   x ---->
   */

  // these computes will be created by other patches
  for (num=0; num<numNbrs; num++) {
    dx = num / (nbrsY * nbrsZ)           - nbrsX/2;
    dy = (num % (nbrsY * nbrsZ)) / nbrsZ - nbrsY/2;
    dz = num % nbrsZ                     - nbrsZ/2;

    if (num >= numNbrs/2){
      px1 = x + 2;
      px2 = x+dx+2;
      py1 = y + 2;
      py2 = y+dy+2;
      pz1 = z + 2;
      pz2 = z+dz+2;
      computeArray(px1, py1, pz1, px2, py2, pz2).insert((++currPe)%numPes);
      computesList[num][0] = px1; computesList[num][1] = py1; computesList[num][2] = pz1; 
      computesList[num][3] = px2; computesList[num][4] = py2; computesList[num][5] = pz2;
    }
    else {
      px2 = WRAP_X(x+dx);
      py2 = WRAP_Y(y+dy);
      pz2 = WRAP_Z(z+dz);
      px1 = x;
      py1 = y;
      pz1 = z; 
      px1 = px2 - dx + 2;
      px2 = px2+2;
      py1 = py2 - dy + 2;
      py2 = py2+2;
      pz1 = pz2 - dz + 2;
      pz2 = pz2+2;
      computesList[num][0] = px2; computesList[num][1] = py2; computesList[num][2] = pz2; 
      computesList[num][3] = px1; computesList[num][4] = py1; computesList[num][5] = pz1;
    }

    //insert only the upper right half computes
  } // end of for loop

  contribute(CkCallback(CkIndex_Main::startUpDone(), mainProxy));
  //loadTime += CmiWallTimer()-d1;
}
Example #4
0
static void
arilou_preprocess (ELEMENT *ElementPtr)
{
	STARSHIP *StarShipPtr;

	GetElementStarShip (ElementPtr, &StarShipPtr);
	if (!(ElementPtr->state_flags & NONSOLID))
	{
		if (ElementPtr->thrust_wait == 0)
		{
			ZeroVelocityComponents (&ElementPtr->velocity);
			StarShipPtr->cur_status_flags &= ~SHIP_AT_MAX_SPEED;
		}

		if ((StarShipPtr->cur_status_flags & SPECIAL)
				&& StarShipPtr->special_counter == 0
				&& DeltaEnergy (ElementPtr, -SPECIAL_ENERGY_COST))
		{
			/* Special key is pressed; start teleport */
#define HYPER_LIFE 5
			ZeroVelocityComponents (&ElementPtr->velocity);
			StarShipPtr->cur_status_flags &=
					~(SHIP_AT_MAX_SPEED | LEFT | RIGHT | THRUST | WEAPON);

			ElementPtr->state_flags |= NONSOLID | FINITE_LIFE | CHANGING;
			ElementPtr->life_span = HYPER_LIFE;

			ElementPtr->next.image.farray =
					StarShipPtr->RaceDescPtr->ship_data.special;
			ElementPtr->next.image.frame =
					StarShipPtr->RaceDescPtr->ship_data.special[0];

			ProcessSound (SetAbsSoundIndex (
							/* HYPERJUMP */
					StarShipPtr->RaceDescPtr->ship_data.ship_sounds, 1), ElementPtr);
			StarShipPtr->special_counter =
					StarShipPtr->RaceDescPtr->characteristics.special_wait;
		}
	}
	else if (ElementPtr->next.image.farray == StarShipPtr->RaceDescPtr->ship_data.special)
	{
		COUNT life_span;

		StarShipPtr->cur_status_flags =
				(StarShipPtr->cur_status_flags
				& ~(LEFT | RIGHT | THRUST | WEAPON | SPECIAL))
				| (StarShipPtr->old_status_flags
				& (LEFT | RIGHT | THRUST | WEAPON | SPECIAL));
		++StarShipPtr->weapon_counter;
		++StarShipPtr->special_counter;
		++StarShipPtr->energy_counter;
		++ElementPtr->turn_wait;
		++ElementPtr->thrust_wait;

		if ((life_span = ElementPtr->life_span) == NORMAL_LIFE)
		{
			/* Ending teleport */
			ElementPtr->state_flags &= ~(NONSOLID | FINITE_LIFE);
			ElementPtr->state_flags |= APPEARING;
			ElementPtr->current.image.farray =
					ElementPtr->next.image.farray =
					StarShipPtr->RaceDescPtr->ship_data.ship;
			ElementPtr->current.image.frame =
					ElementPtr->next.image.frame =
					SetAbsFrameIndex (StarShipPtr->RaceDescPtr->ship_data.ship[0],
					StarShipPtr->ShipFacing);
			InitIntersectStartPoint (ElementPtr);
		}
		else
		{
			/* Teleporting in progress */
			--life_span;
			if (life_span != 2)
			{
				if (life_span < 2)
					ElementPtr->next.image.frame =
							DecFrameIndex (ElementPtr->next.image.frame);
				else
					ElementPtr->next.image.frame =
							IncFrameIndex (ElementPtr->next.image.frame);
			}
			else
			{
				ElementPtr->next.location.x =
						WRAP_X (DISPLAY_ALIGN_X (TFB_Random ()));
				ElementPtr->next.location.y =
						WRAP_Y (DISPLAY_ALIGN_Y (TFB_Random ()));
			}
		}

		ElementPtr->state_flags |= CHANGING;
	}
}
Example #5
0
// Preprocess function for spawning a ship into or out of battle.
// Used when a new ship warps in, or a ship escapes by warping out, but not
// when a Pkunk ship is reborn.
void
ship_transition (ELEMENT *ElementPtr)
{
	if (ElementPtr->state_flags & PLAYER_SHIP)
	{
		if (ElementPtr->state_flags & APPEARING)
		{
			ElementPtr->life_span = HYPERJUMP_LIFE;
			ElementPtr->preprocess_func = ship_transition;
			ElementPtr->postprocess_func = NULL;
			SetPrimType (&DisplayArray[ElementPtr->PrimIndex], NO_PRIM);
			ElementPtr->state_flags |= NONSOLID | FINITE_LIFE | CHANGING;
		}
		else if (ElementPtr->life_span < HYPERJUMP_LIFE)
		{
			if (ElementPtr->life_span == NORMAL_LIFE
					&& ElementPtr->crew_level)
			{
				ElementPtr->current.image.frame =
						ElementPtr->next.image.frame =
						SetEquFrameIndex (
						ElementPtr->current.image.farray[0],
						ElementPtr->current.image.frame);
				SetPrimType (&DisplayArray[ElementPtr->PrimIndex], STAMP_PRIM);
				InitIntersectStartPoint (ElementPtr);
				InitIntersectEndPoint (ElementPtr);
				InitIntersectFrame (ElementPtr);
				ZeroVelocityComponents (&ElementPtr->velocity);
				ElementPtr->state_flags &= ~(NONSOLID | FINITE_LIFE);
				ElementPtr->state_flags |= CHANGING;

				ElementPtr->preprocess_func = ship_preprocess;
				ElementPtr->postprocess_func = ship_postprocess;
			}

			return;
		}
	}

	{
		HELEMENT hShipImage;
		ELEMENT *ShipImagePtr;
		STARSHIP *StarShipPtr;
		
		GetElementStarShip (ElementPtr, &StarShipPtr);
		LockElement (StarShipPtr->hShip, &ShipImagePtr);

		if (!(ShipImagePtr->state_flags & NONSOLID))
		{
			ElementPtr->preprocess_func = NULL;
		}
		else if ((hShipImage = AllocElement ()))
		{
#define TRANSITION_SPEED DISPLAY_TO_WORLD (40 << RESOLUTION_FACTOR) // JMS_GFX
#define TRANSITION_LIFE 1
			COUNT angle;

			PutElement (hShipImage);

			angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing);

			LockElement (hShipImage, &ShipImagePtr);
			ShipImagePtr->playerNr = NEUTRAL_PLAYER_NUM;
			ShipImagePtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID;
			ShipImagePtr->thrust_wait = TRANSITION_LIFE;
			ShipImagePtr->life_span = ShipImagePtr->thrust_wait;
					// When the element "dies", in the death_func
					// 'cycle_ion_trail', it is given new life a number of
					// times, by setting life_span to thrust_wait.
			SetPrimType (&DisplayArray[ShipImagePtr->PrimIndex],
					STAMPFILL_PRIM);
			SetPrimColor (&DisplayArray[ShipImagePtr->PrimIndex],
					START_ION_COLOR);
			ShipImagePtr->colorCycleIndex = 0;
			ShipImagePtr->current.image = ElementPtr->current.image;
			ShipImagePtr->current.location = ElementPtr->current.location;
			if (!(ElementPtr->state_flags & PLAYER_SHIP))
			{
				ShipImagePtr->current.location.x +=
						COSINE (angle, TRANSITION_SPEED);
				ShipImagePtr->current.location.y +=
						SINE (angle, TRANSITION_SPEED);
				ElementPtr->preprocess_func = NULL;
			}
			else if (ElementPtr->crew_level)
			{
				ShipImagePtr->current.location.x -=
						COSINE (angle, TRANSITION_SPEED)
						* (ElementPtr->life_span - 1);
				ShipImagePtr->current.location.y -=
						SINE (angle, TRANSITION_SPEED)
						* (ElementPtr->life_span - 1);

				ShipImagePtr->current.location.x =
						WRAP_X (ShipImagePtr->current.location.x);
				ShipImagePtr->current.location.y =
						WRAP_Y (ShipImagePtr->current.location.y);
			}
			ShipImagePtr->preprocess_func = ship_transition;
			ShipImagePtr->death_func = cycle_ion_trail;
			SetElementStarShip (ShipImagePtr, StarShipPtr);

			UnlockElement (hShipImage);
		}

		UnlockElement (StarShipPtr->hShip);
	}
}
Example #6
0
static void
phoenix_transition (ELEMENT *ElementPtr)
{
	HELEMENT hShipImage;
	ELEMENT *ShipImagePtr;
	STARSHIP *StarShipPtr;
	
	GetElementStarShip (ElementPtr, &StarShipPtr);
	LockElement (StarShipPtr->hShip, &ShipImagePtr);

	if (!(ShipImagePtr->state_flags & NONSOLID))
	{
		ElementPtr->preprocess_func = NULL;
	}
	else if ((hShipImage = AllocElement ()))
	{
#define TRANSITION_SPEED DISPLAY_TO_WORLD (20)
		COUNT angle;

		PutElement (hShipImage);

		LockElement (hShipImage, &ShipImagePtr);
		ShipImagePtr->playerNr = NEUTRAL_PLAYER_NUM;
		ShipImagePtr->state_flags = APPEARING | FINITE_LIFE | NONSOLID;
		ShipImagePtr->life_span = TRANSITION_LIFE;
		SetPrimType (&(GLOBAL (DisplayArray))[ShipImagePtr->PrimIndex],
				STAMPFILL_PRIM);
		SetPrimColor (
				&(GLOBAL (DisplayArray))[ShipImagePtr->PrimIndex],
				START_PHOENIX_COLOR);
		ShipImagePtr->colorCycleIndex = 0;
		ShipImagePtr->current.image = ElementPtr->current.image;
		ShipImagePtr->current.location = ElementPtr->current.location;
		if (!(ElementPtr->state_flags & PLAYER_SHIP))
		{
			angle = ElementPtr->mass_points;

			ShipImagePtr->current.location.x +=
					COSINE (angle, TRANSITION_SPEED);
			ShipImagePtr->current.location.y +=
					SINE (angle, TRANSITION_SPEED);
			ElementPtr->preprocess_func = NULL;
		}
		else
		{
			angle = FACING_TO_ANGLE (StarShipPtr->ShipFacing);

			ShipImagePtr->current.location.x -=
					COSINE (angle, TRANSITION_SPEED)
					* (ElementPtr->life_span - 1);
			ShipImagePtr->current.location.y -=
					SINE (angle, TRANSITION_SPEED)
					* (ElementPtr->life_span - 1);

			ShipImagePtr->current.location.x =
					WRAP_X (ShipImagePtr->current.location.x);
			ShipImagePtr->current.location.y =
					WRAP_Y (ShipImagePtr->current.location.y);
		}

		ShipImagePtr->mass_points = (BYTE)angle;
		ShipImagePtr->preprocess_func = phoenix_transition;
		ShipImagePtr->death_func = spawn_phoenix_trail;
		SetElementStarShip (ShipImagePtr, StarShipPtr);

		UnlockElement (hShipImage);
	}

	UnlockElement (StarShipPtr->hShip);
}
Example #7
0
static void
new_pkunk (ELEMENT *ElementPtr)
{
	STARSHIP *StarShipPtr;

	GetElementStarShip (ElementPtr, &StarShipPtr);
	if (!(ElementPtr->state_flags & PLAYER_SHIP))
	{
		ELEMENT *ShipPtr;

		LockElement (StarShipPtr->hShip, &ShipPtr);
		ShipPtr->death_func = new_pkunk;
		UnlockElement (StarShipPtr->hShip);
	}
	else
	{
		ElementPtr->state_flags = APPEARING | PLAYER_SHIP | IGNORE_SIMILAR;
		ElementPtr->mass_points = SHIP_MASS;
		ElementPtr->preprocess_func = StarShipPtr->RaceDescPtr->preprocess_func;
		ElementPtr->postprocess_func = StarShipPtr->RaceDescPtr->postprocess_func;
		ElementPtr->death_func =
				(void (*) (ELEMENT *ElementPtr))
						StarShipPtr->RaceDescPtr->init_weapon_func;
		StarShipPtr->RaceDescPtr->preprocess_func = pkunk_preprocess;
		StarShipPtr->RaceDescPtr->postprocess_func = pkunk_postprocess;
		StarShipPtr->RaceDescPtr->init_weapon_func = initialize_bug_missile;
		StarShipPtr->RaceDescPtr->ship_info.crew_level = MAX_CREW;
		StarShipPtr->RaceDescPtr->ship_info.energy_level = MAX_ENERGY;
					/* fix vux impairment */
		StarShipPtr->RaceDescPtr->characteristics.max_thrust = MAX_THRUST;
		StarShipPtr->RaceDescPtr->characteristics.thrust_increment = THRUST_INCREMENT;
		StarShipPtr->RaceDescPtr->characteristics.turn_wait = TURN_WAIT;
		StarShipPtr->RaceDescPtr->characteristics.thrust_wait = THRUST_WAIT;
		StarShipPtr->RaceDescPtr->characteristics.special_wait = 0;

		StarShipPtr->ship_input_state = 0;
		StarShipPtr->cur_status_flags = 0;
		StarShipPtr->old_status_flags = 0;
		StarShipPtr->energy_counter = 0;
		StarShipPtr->weapon_counter = 0;
		StarShipPtr->special_counter = 0;
		ElementPtr->crew_level = 0;
		ElementPtr->turn_wait = 0;
		ElementPtr->thrust_wait = 0;
		ElementPtr->life_span = NORMAL_LIFE;

		StarShipPtr->ShipFacing = NORMALIZE_FACING (TFB_Random ());
		ElementPtr->current.image.farray = StarShipPtr->RaceDescPtr->ship_data.ship;
		ElementPtr->current.image.frame =
				SetAbsFrameIndex (StarShipPtr->RaceDescPtr->ship_data.ship[0],
				StarShipPtr->ShipFacing);
		SetPrimType (&(GLOBAL (DisplayArray))[
				ElementPtr->PrimIndex
				], STAMP_PRIM);

		do
		{
			ElementPtr->current.location.x =
					WRAP_X (DISPLAY_ALIGN_X (TFB_Random ()));
			ElementPtr->current.location.y =
					WRAP_Y (DISPLAY_ALIGN_Y (TFB_Random ()));
		} while (CalculateGravity (ElementPtr)
				|| TimeSpaceMatterConflict (ElementPtr));

		ElementPtr->hTarget = StarShipPtr->hShip;
	}
}
Example #8
0
void
spawn_asteroid (ELEMENT *ElementPtr)
{
	HELEMENT hAsteroidElement;

	if ((hAsteroidElement = AllocElement ()) == 0)
	{
		if (ElementPtr != 0)
		{
			ElementPtr->state_flags &= ~DISAPPEARING;
			SetPrimType (&DisplayArray[ElementPtr->PrimIndex], NO_PRIM);
			ElementPtr->life_span = 1;
		}
	}
	else
	{
		ELEMENT *AsteroidElementPtr;
		COUNT val;

		LockElement (hAsteroidElement, &AsteroidElementPtr);
		AsteroidElementPtr->playerNr = NEUTRAL_PLAYER_NUM;
		AsteroidElementPtr->hit_points = 1;
		AsteroidElementPtr->mass_points = 3;
		AsteroidElementPtr->state_flags = APPEARING;
		AsteroidElementPtr->life_span = NORMAL_LIFE;
		SetPrimType (&DisplayArray[AsteroidElementPtr->PrimIndex], STAMP_PRIM);
		if ((val = (COUNT)TFB_Random ()) & (1 << 0))
		{
			if (!(val & (1 << 1)))
				AsteroidElementPtr->current.location.x = 0;
			else
				AsteroidElementPtr->current.location.x = LOG_SPACE_WIDTH;
			AsteroidElementPtr->current.location.y =
					WRAP_Y (DISPLAY_ALIGN_Y (TFB_Random ()));
		}
		else
		{
			AsteroidElementPtr->current.location.x =
					WRAP_X (DISPLAY_ALIGN_X (TFB_Random ()));
			if (!(val & (1 << 1)))
				AsteroidElementPtr->current.location.y = 0;
			else
				AsteroidElementPtr->current.location.y = LOG_SPACE_HEIGHT;
		}

		{
			// Using these temporary variables because the execution order
			// of function arguments may vary per system, which may break
			// synchronisation on network games.
			SIZE magnitude =
					DISPLAY_TO_WORLD (((SIZE)TFB_Random () & 7) + 4);
			COUNT facing = (COUNT)TFB_Random ();
			SetVelocityVector (&AsteroidElementPtr->velocity, magnitude,
					facing);
		}
		AsteroidElementPtr->current.image.farray = asteroid;
		AsteroidElementPtr->current.image.frame =
				SetAbsFrameIndex (asteroid[0],
				NORMALIZE_FACING (TFB_Random ()));
		AsteroidElementPtr->turn_wait =
				AsteroidElementPtr->thrust_wait =
				(BYTE)TFB_Random () & (BYTE)((1 << 2) - 1);
		AsteroidElementPtr->thrust_wait |=
				(BYTE)TFB_Random () & (BYTE)(1 << 7);
		AsteroidElementPtr->preprocess_func = asteroid_preprocess;
		AsteroidElementPtr->death_func = spawn_rubble;
		AsteroidElementPtr->collision_func = collision;

		AsteroidElementPtr->triggers_teleport_safety = TRUE;

		UnlockElement (hAsteroidElement);

		PutElement (hAsteroidElement);
	}
}