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The-Powder-Toy/src/simulation/elements/PROT.cpp
2016-10-07 09:37:25 -04:00

203 lines
5.6 KiB
C++

#include "simulation/Elements.h"
//#TPT-Directive ElementClass Element_PROT PT_PROT 173
Element_PROT::Element_PROT()
{
Identifier = "DEFAULT_PT_PROT";
Name = "PROT";
Colour = PIXPACK(0x990000);
MenuVisible = 1;
MenuSection = SC_NUCLEAR;
Enabled = 1;
Advection = 0.0f;
AirDrag = 0.00f * CFDS;
AirLoss = 1.00f;
Loss = 1.00f;
Collision = -.99f;
Gravity = 0.0f;
Diffusion = 0.00f;
HotAir = 0.000f * CFDS;
Falldown = 0;
Flammable = 0;
Explosive = 0;
Meltable = 0;
Hardness = 0;
Weight = -1;
Temperature = R_TEMP+273.15f;
HeatConduct = 61;
Description = "Protons. Transfer heat to materials, and removes sparks.";
Properties = TYPE_ENERGY;
LowPressure = IPL;
LowPressureTransition = NT;
HighPressure = IPH;
HighPressureTransition = NT;
LowTemperature = ITL;
LowTemperatureTransition = NT;
HighTemperature = ITH;
HighTemperatureTransition = NT;
Update = &Element_PROT::update;
Graphics = &Element_PROT::graphics;
}
//#TPT-Directive ElementHeader Element_PROT static int update(UPDATE_FUNC_ARGS)
int Element_PROT::update(UPDATE_FUNC_ARGS)
{
sim->pv[y/CELL][x/CELL] -= .003f;
int under = pmap[y][x];
int utype = under & 0xFF;
switch (utype)
{
case PT_SPRK:
{
//remove active sparks
int sparked = parts[under>>8].ctype;
if (sparked > 0 && sparked < PT_NUM && sim->elements[sparked].Enabled)
{
sim->part_change_type(under>>8, x, y, sparked);
parts[under>>8].life = 44 + parts[under>>8].life;
parts[under>>8].ctype = 0;
}
break;
}
case PT_DEUT:
if ((-((int)sim->pv[y / CELL][x / CELL] - 4) + (parts[under>>8].life / 100)) > rand() % 200)
{
DeutImplosion(sim, parts[under>>8].life, x, y, restrict_flt(parts[under>>8].temp + parts[under>>8].life * 500, MIN_TEMP, MAX_TEMP), PT_PROT);
sim->kill_part(under>>8);
}
break;
case PT_LCRY:
//Powered LCRY reaction: PROT->PHOT
if (parts[under>>8].life > 5 && !(rand() % 10))
{
sim->part_change_type(i, x, y, PT_PHOT);
parts[i].life *= 2;
parts[i].ctype = 0x3FFFFFFF;
}
break;
case PT_EXOT:
parts[under>>8].ctype = PT_PROT;
break;
case PT_WIFI:
float change;
if (parts[i].temp < 173.15f) change = -1000.0f;
else if (parts[i].temp < 273.15f) change = -100.0f;
else if (parts[i].temp > 473.15f) change = 1000.0f;
else if (parts[i].temp > 373.15f) change = 100.0f;
else change = 0.0f;
parts[under>>8].temp = restrict_flt(parts[under>>8].temp + change, MIN_TEMP, MAX_TEMP);
break;
case PT_NONE:
//slowly kill if it's not inside an element
if (parts[i].life)
{
if (!--parts[i].life)
sim->kill_part(i);
}
break;
default:
//set off explosives (only when hot because it wasn't as fun when it made an entire save explode)
if (parts[i].temp > 273.15f + 500.0f && (sim->elements[utype].Flammable || sim->elements[utype].Explosive || utype == PT_BANG))
{
sim->create_part(under>>8, x, y, PT_FIRE);
parts[under>>8].temp += restrict_flt(sim->elements[utype].Flammable * 5, MIN_TEMP, MAX_TEMP);
sim->pv[y / CELL][x / CELL] += 1.00f;
}
//prevent inactive sparkable elements from being sparked
else if ((sim->elements[utype].Properties&PROP_CONDUCTS) && parts[under>>8].life <= 4)
{
parts[under>>8].life = 40 + parts[under>>8].life;
}
break;
}
//make temp of other things closer to it's own temperature. This will change temp of things that don't conduct, and won't change the PROT's temperature
if (utype && utype != PT_WIFI)
parts[under>>8].temp = restrict_flt(parts[under>>8].temp-(parts[under>>8].temp-parts[i].temp)/4.0f, MIN_TEMP, MAX_TEMP);
//if this proton has collided with another last frame, change it into a heavier element
if (parts[i].tmp)
{
int newID, element;
if (parts[i].tmp > 500000)
element = PT_SING; //particle accelerators are known to create earth-destroying black holes
else if (parts[i].tmp > 500)
element = PT_PLUT;
else if (parts[i].tmp > 320)
element = PT_URAN;
else if (parts[i].tmp > 150)
element = PT_PLSM;
else if (parts[i].tmp > 50)
element = PT_O2;
else if (parts[i].tmp > 20)
element = PT_CO2;
else
element = PT_NBLE;
newID = sim->create_part(-1, x+rand()%3-1, y+rand()%3-1, element);
if (newID >= 0)
parts[newID].temp = restrict_flt(100.0f*parts[i].tmp, MIN_TEMP, MAX_TEMP);
sim->kill_part(i);
return 1;
}
//collide with other protons to make heavier materials
int ahead = sim->photons[y][x];
if ((ahead>>8) != i && (ahead&0xFF) == PT_PROT)
{
float velocity1 = powf(parts[i].vx, 2.0f)+powf(parts[i].vy, 2.0f);
float velocity2 = powf(parts[ahead>>8].vx, 2.0f)+powf(parts[ahead>>8].vy, 2.0f);
float direction1 = atan2f(-parts[i].vy, parts[i].vx);
float direction2 = atan2f(-parts[ahead>>8].vy, parts[ahead>>8].vx);
float difference = direction1 - direction2; if (difference < 0) difference += 6.28319f;
if (difference > 3.12659f && difference < 3.15659f && velocity1 + velocity2 > 10.0f)
{
parts[ahead>>8].tmp += (int)(velocity1 + velocity2);
sim->kill_part(i);
return 1;
}
}
return 0;
}
//#TPT-Directive ElementHeader Element_PROT static int DeutImplosion(Simulation * sim, int n, int x, int y, float temp, int t)
int Element_PROT::DeutImplosion(Simulation * sim, int n, int x, int y, float temp, int t)
{
int i;
n = (n/50);
if (n < 1)
n = 1;
else if (n > 340)
n = 340;
for (int c = 0; c < n; c++)
{
i = sim->create_part(-3, x, y, t);
if (i >= 0)
sim->parts[i].temp = temp;
else if (sim->pfree < 0)
break;
}
sim->pv[y/CELL][x/CELL] -= (6.0f * CFDS)*n;
return 0;
}
//#TPT-Directive ElementHeader Element_PROT static int graphics(GRAPHICS_FUNC_ARGS)
int Element_PROT::graphics(GRAPHICS_FUNC_ARGS)
{
*firea = 7;
*firer = 250;
*fireg = 170;
*fireb = 170;
*pixel_mode |= FIRE_BLEND;
return 1;
}
Element_PROT::~Element_PROT() {}