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