The-Powder-Toy/src/simulation/ElementDefs.h
2020-01-24 22:25:15 +01:00

75 lines
3.4 KiB
C

#ifndef ELEMENTS_H_
#define ELEMENTS_H_
#include "Config.h"
//#include "Simulation.h"
#define R_TEMP 22
#define MAX_TEMP 9999
#define MIN_TEMP 0
#define O_MAX_TEMP 3500
#define O_MIN_TEMP -273
#define TYPE_PART 0x00001 //1 Powders
#define TYPE_LIQUID 0x00002 //2 Liquids
#define TYPE_SOLID 0x00004 //4 Solids
#define TYPE_GAS 0x00008 //8 Gases (Includes plasma)
#define TYPE_ENERGY 0x00010 //16 Energy (Thunder, Light, Neutrons etc.)
#define STATE_FLAGS 0x0001F
#define PROP_CONDUCTS 0x00020 //32 Conducts electricity
#define PROP_BLACK 0x00040 //64 Absorbs Photons (not currently implemented or used, a photwl attribute might be better)
#define PROP_NEUTPENETRATE 0x00080 //128 Penetrated by neutrons
#define PROP_NEUTABSORB 0x00100 //256 Absorbs neutrons, reflect is default
#define PROP_NEUTPASS 0x00200 //512 Neutrons pass through, such as with glass
#define PROP_DEADLY 0x00400 //1024 Is deadly for stickman
#define PROP_HOT_GLOW 0x00800 //2048 Hot Metal Glow
#define PROP_LIFE 0x01000 //4096 Is a GoL type
#define PROP_RADIOACTIVE 0x02000 //8192 Radioactive
#define PROP_LIFE_DEC 0x04000 //2^14 Life decreases by one every frame if > zero
#define PROP_LIFE_KILL 0x08000 //2^15 Kill when life value is <= zero
#define PROP_LIFE_KILL_DEC 0x10000 //2^16 Kill when life value is decremented to <= zero
#define PROP_SPARKSETTLE 0x20000 //2^17 Allow Sparks/Embers to settle
#define PROP_NOAMBHEAT 0x40000 //2^18 Don't transfer or receive heat from ambient heat.
#define PROP_NOCTYPEDRAW 0x100000 // 2^20 When this element is drawn upon with, do not set ctype (like BCLN for CLNE)
#define FLAG_STAGNANT 0x1
#define FLAG_SKIPMOVE 0x2 // skip movement for one frame, only implemented for PHOT
//#define FLAG_WATEREQUAL 0x4 //if a liquid was already checked during equalization
#define FLAG_MOVABLE 0x8 // compatibility with old saves (moving SPNG), only applies to SPNG
#define FLAG_PHOTDECO 0x8 // compatibility with old saves (decorated photons), only applies to PHOT. Having the same value as FLAG_MOVABLE is fine because they apply to different elements, and this saves space for future flags,
#define UPDATE_FUNC_ARGS Simulation* sim, int i, int x, int y, int surround_space, int nt, Particle *parts, int pmap[YRES][XRES]
#define UPDATE_FUNC_SUBCALL_ARGS sim, i, x, y, surround_space, nt, parts, pmap
#define GRAPHICS_FUNC_ARGS Renderer * ren, Particle *cpart, int nx, int ny, int *pixel_mode, int* cola, int *colr, int *colg, int *colb, int *firea, int *firer, int *fireg, int *fireb
#define GRAPHICS_FUNC_SUBCALL_ARGS ren, cpart, nx, ny, pixel_mode, cola, colr, colg, colb, firea, firer, fireg, fireb
#define ELEMENT_CREATE_FUNC_ARGS Simulation *sim, int i, int x, int y, int t, int v
#define ELEMENT_CREATE_ALLOWED_FUNC_ARGS Simulation *sim, int i, int x, int y, int t
#define ELEMENT_CHANGETYPE_FUNC_ARGS Simulation *sim, int i, int x, int y, int from, int to
#define CTYPEDRAW_FUNC_ARGS Simulation *sim, int i, int t, int v
#define CTYPEDRAW_FUNC_SUBCALL_ARGS sim, i, t, v
#define BOUNDS_CHECK true
#define OLD_PT_WIND 147
// Change this to change the amount of bits used to store type in pmap (and a few elements such as PIPE and CRAY)
#define PMAPBITS 9
#define PMAPMASK ((1<<PMAPBITS)-1)
#define ID(r) ((r)>>PMAPBITS)
#define TYP(r) ((r)&PMAPMASK)
#define PMAP(id, typ) ((id)<<PMAPBITS | ((typ)&PMAPMASK))
#define PMAPID(id) ((id)<<PMAPBITS)
#define PT_NUM (1<<PMAPBITS)
struct playerst;
#endif /* ELEMENTS_H_ */