Functions
When you are modding TPT++ and come to writing the update routine, there are a few functions you will need to use. A reference of those is shown below.
- sim->clear_area(int x, int y, int w, int h);
- What it does: Clears a rectangle with specified height and width.
- int x - Top left corner's x coordinate (from left towards the right)
- int y - Top left corner's y coordinate (from top downwards!)
- int w - The width of the rectangle
- int h - The height of the rectangle
- sim->create_part(int p, int x, int y, int t);
- What it does: Creates a particle at a given coordinate.
- int p - How the particle is created. -1 means from the code, -2 is from the brush (don't use this), -3 means it will ignore any particles in the space and draw it anyway, and any positive number will overrite the particle at that index with this newly created particle.
- int x - Particle's x coordinate
- int y - Particle's y coordinate
- int t - Particle's type. Use a pre-defined value, such as PT_INST.
- sim->CreateBox(int x1, int y1, int x2, int y2, int t, int flags)
- What it does: Utility function, creates a rectangle of a given particle.
- For some reason, this uses a different way to specify a rectangle than the deleting equivalent.
- int x1 - Top left corner's x coordinate
- int y1 - Top right corner's y coordinate
- int x2 - Bottom left corner's x coordinate (note: not the box's width!)
- int y2 - Bottom left corner's y coordinate (see note above)
- int t - Particle's type. Use a pre-defined value, such as PT_INST.
- int flags - Un-useful value, leave it as 0
- sim->CreateLine(int x1, int y1, int x2, int y2, int rx, int ry, int c, int flags)
- What it does: Draws a line of a specified element from two points. (The equivalent of Shift+drag)
- int x1 - Line start's x coordinate.
- int y1 - Line start's y coordinate.
- int x2 - Line end's x coordinate.
- int y2 - Line end's y coordinate.
- int rx - The line's X radius
- int ry - The line's Y radius
- Note: The function creates a Brush which is actually an oval with the specified X and Y radiuses.
- That's why those are needed.
- For a single pixel wide line, use 1 for both of the values.
- int t - Particle's type. Use a pre-defined value, such as PT_INST.
- int flags - Un-useful value, leave it as 0
- sim->delete_part(int x, int y, int flags);
- What it does: Deletes a particle (removes all the values associated it!)
- int x - Particle's x coordinate
- int y - Particle's y coordinate
- int flags - Un-useful value, leave it as 0
- sim->FloodParts(int x, int y, int t, int cm, int bm, int flags);
- What it does: Starts a flood-fill from a point. (like ctrl+shift+clicking in TPT)
- int x - Particle's x coordinate
- int y - Particle's y coordinate
- int t - Particle's type. Use a pre-defined value, such as PT_INST.
- int cm - used by recursion in the code, leave it as -1
- int bm - used by recursion in the code, leave it as -1
- int flags - Un-useful value, leave it as 0
- sim->flood_prop(int x, int y, size_t propoffset, void * propvalue, StructProperty::PropertyType proptype);
- What it does: Sets a property via flood-fill. (Like PROP)
- int x - Particle's x coordinate
- int y - Particle's y coordinate
- size_t propoffset - This is a value returned by the function offsetof(Particle, <property>).
- Replace <property> with what you want, for example tmp or ctype.
- void * propvalue - A reference to your property's value. One needs to define the value beforehand.
- For example, when you've defined int temperature = 200;, then you should use &temperature.
- StructProperty::PropertyType proptype - What kind of type the value you provided is.
- For example, if you had a temperature number (as an integer), then you could use 'StructProperty::Integer'.
- The types are: 'StructProperty::Integer', 'StructProperty::Float' and 'StructProperty::Uinteger'
- sim->kill_part(int i) - Deletes particle 'with index 'i.(Does not use x,y location like delete_part)
- What it does: Deletes a particle without the given x and y, using its index instead.
- int i - The particle's index. Passed into the function as 'i'.
- sim->nearest_part(int i,int t, int max_d);
- What it does: Finds the nearest particle of a certain type.
- int i - The particle's index. Passed into the function as 'i'.
- int t - Particle's type. Use a pre-defined value, such as PT_INST.
- int max_d - The maximum distance to look from. Set as -1 if you want it to be unlimited.
- Returns: -1 if not found; particle index if found.
- sim->parts_avg(int i, int ni, int t);
- What it does: Checks if an element of type t is inbetween the two particles specified as indexes.
- int i - The (first) particle's index. Passed into the function as 'i'.
- int ni - The other particle's index.
- int t - Particle's type. Use a pre-defined value, such as PT_INST.
- It will actually only check the location directly in the middle
- Returns: 0 if there isn't an element of type t in between the two, 1 if there is.
- sim->part_change_type(int i, int x, int y, int t); - Changes type of particle i. t is new type, x is the x location of the particle, y is the y location of the particle.