The-Powder-Toy/src/simulation/elements/GLOW.cpp

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#include "simulation/Elements.h"
//#TPT-Directive ElementClass Element_GLOW PT_GLOW 66
Element_GLOW::Element_GLOW()
{
Identifier = "DEFAULT_PT_GLOW";
Name = "GLOW";
Colour = PIXPACK(0x445464);
MenuVisible = 1;
MenuSection = SC_LIQUID;
Enabled = 1;
Advection = 0.3f;
AirDrag = 0.02f * CFDS;
AirLoss = 0.98f;
Loss = 0.80f;
Collision = 0.0f;
Gravity = 0.15f;
Diffusion = 0.00f;
HotAir = 0.000f * CFDS;
Falldown = 2;
Flammable = 0;
Explosive = 0;
Meltable = 0;
Hardness = 2;
Weight = 40;
Temperature = R_TEMP+20.0f+273.15f;
HeatConduct = 44;
Description = "Glow, Glows under pressure.";
State = ST_LIQUID;
Properties = TYPE_LIQUID|PROP_LIFE_DEC;
LowPressure = IPL;
LowPressureTransition = NT;
HighPressure = IPH;
HighPressureTransition = NT;
LowTemperature = ITL;
LowTemperatureTransition = NT;
HighTemperature = ITH;
HighTemperatureTransition = NT;
Update = &Element_GLOW::update;
Graphics = &Element_GLOW::graphics;
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}
//#TPT-Directive ElementHeader Element_GLOW static int update(UPDATE_FUNC_ARGS)
int Element_GLOW::update(UPDATE_FUNC_ARGS)
{
int r, rx, ry;
for (rx=-1; rx<2; rx++)
for (ry=-1; ry<2; ry++)
if (BOUNDS_CHECK && (rx || ry))
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{
r = pmap[y+ry][x+rx];
if (!r)
continue;
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if ((r&0xFF)==PT_WATR && !(rand()%400))
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{
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sim->kill_part(i);
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sim->part_change_type(r>>8,x+rx,y+ry,PT_DEUT);
parts[r>>8].life = 10;
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return 1;
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}
}
parts[i].ctype = sim->pv[y/CELL][x/CELL]*16;
parts[i].tmp = abs((int)((sim->vx[y/CELL][x/CELL]+sim->vy[y/CELL][x/CELL])*16.0f)) + abs((int)((parts[i].vx+parts[i].vy)*64.0f));
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return 0;
}
//#TPT-Directive ElementHeader Element_GLOW static int graphics(GRAPHICS_FUNC_ARGS)
int Element_GLOW::graphics(GRAPHICS_FUNC_ARGS)
{
*firer = restrict_flt(cpart->temp-(275.13f+32.0f), 0, 128)/50.0f;
*fireg = restrict_flt(cpart->ctype, 0, 128)/50.0f;
*fireb = restrict_flt(cpart->tmp, 0, 128)/50.0f;
*colr = restrict_flt(64.0f+cpart->temp-(275.13f+32.0f), 0, 255);
*colg = restrict_flt(64.0f+cpart->ctype, 0, 255);
*colb = restrict_flt(64.0f+cpart->tmp, 0, 255);
*pixel_mode |= FIRE_ADD;
return 0;
}
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Element_GLOW::~Element_GLOW() {}