The-Powder-Toy/src/simulation/elements/BANG.cpp
2021-02-15 21:24:44 +01:00

123 lines
2.3 KiB
C++

#include "simulation/ElementCommon.h"
static int update(UPDATE_FUNC_ARGS);
void Element::Element_BANG()
{
Identifier = "DEFAULT_PT_BANG";
Name = "TNT";
Colour = PIXPACK(0xC05050);
MenuVisible = 1;
MenuSection = SC_EXPLOSIVE;
Enabled = 1;
Advection = 0.0f;
AirDrag = 0.00f * CFDS;
AirLoss = 0.90f;
Loss = 0.00f;
Collision = 0.0f;
Gravity = 0.0f;
Diffusion = 0.00f;
HotAir = 0.000f * CFDS;
Falldown = 0;
Flammable = 0;
Explosive = 0;
Meltable = 0;
Hardness = 1;
Weight = 100;
HeatConduct = 88;
Description = "TNT, explodes all at once.";
Properties = TYPE_SOLID | PROP_NEUTPENETRATE;
LowPressure = IPL;
LowPressureTransition = NT;
HighPressure = IPH;
HighPressureTransition = NT;
LowTemperature = ITL;
LowTemperatureTransition = NT;
HighTemperature = ITH;
HighTemperatureTransition = NT;
Update = &update;
}
static int update(UPDATE_FUNC_ARGS)
{
int r, rx, ry;
if(parts[i].tmp==0)
{
if(parts[i].temp>=673.0f)
parts[i].tmp = 1;
else
for (rx=-1; rx<2; rx++)
for (ry=-1; ry<2; ry++)
if (BOUNDS_CHECK && (rx || ry))
{
r = pmap[y+ry][x+rx];
if (!r)
continue;
if (TYP(r)==PT_FIRE || TYP(r)==PT_PLSM || TYP(r)==PT_SPRK || TYP(r)==PT_LIGH)
{
parts[i].tmp = 1;
}
}
}
else if(parts[i].tmp==1)
{
if ((ID(pmap[y][x]) == i))
{
PropertyValue value;
value.Integer = 2;
sim->flood_prop(x, y, offsetof(Particle, tmp), value, StructProperty::Integer);
}
parts[i].tmp = 2;
}
else if(parts[i].tmp==2)
{
parts[i].tmp = 3;
}
else
{
float otemp = parts[i].temp-273.15f;
//Explode!!
sim->pv[y/CELL][x/CELL] += 0.5f;
parts[i].tmp = 0;
if (RNG::Ref().chance(1, 3))
{
if (RNG::Ref().chance(1, 2))
{
sim->create_part(i, x, y, PT_FIRE);
}
else
{
sim->create_part(i, x, y, PT_SMKE);
parts[i].life = RNG::Ref().between(500, 549);
}
parts[i].temp = restrict_flt((MAX_TEMP/4)+otemp, MIN_TEMP, MAX_TEMP);
}
else
{
if (RNG::Ref().chance(1, 15))
{
sim->create_part(i, x, y, PT_EMBR);
parts[i].tmp = 0;
parts[i].life = 50;
parts[i].temp = restrict_flt((MAX_TEMP/3)+otemp, MIN_TEMP, MAX_TEMP);
parts[i].vx = float(RNG::Ref().between(-10, 10));
parts[i].vy = float(RNG::Ref().between(-10, 10));
}
else
{
sim->kill_part(i);
}
}
return 1;
}
return 0;
}