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-rw-r--r--src/simulation/elements/PROT.cpp99
1 files changed, 99 insertions, 0 deletions
diff --git a/src/simulation/elements/PROT.cpp b/src/simulation/elements/PROT.cpp
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+#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.";
+
+ State = ST_GAS;
+ Properties = TYPE_ENERGY|PROP_LIFE_KILL;
+
+ 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] -= .005f;
+ int under = pmap[y][x];
+ //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[under&0xFF].Flammable || sim->elements[under&0xFF].Explosive || (under&0xFF) == PT_BANG))
+ {
+ sim->create_part(under>>8, x, y, PT_FIRE);
+ parts[under>>8].temp += restrict_flt(sim->elements[under&0xFF].Flammable*5, MIN_TEMP, MAX_TEMP);
+ sim->pv[y/CELL][x/CELL] += 1.00f;
+ }
+ //remove active sparks
+ else if ((under&0xFF) == PT_SPRK)
+ {
+ sim->part_change_type(under>>8, x, y, parts[under>>8].ctype);
+ parts[under>>8].life = 44+parts[under>>8].life;
+ parts[under>>8].ctype = 0;
+ }
+ //prevent inactive sparkable elements from being sparked
+ else if ((sim->elements[under&0xFF].Properties&PROP_CONDUCTS) && parts[under>>8].life <= 4)
+ {
+ parts[under>>8].life = 40+parts[under>>8].life;
+ }
+ else if ((under&0xFF) == PT_EXOT)
+ parts[under>>8].ctype = PT_PROT;
+
+ //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 (under)
+ {
+ parts[under>>8].temp -= restrict_flt((parts[under>>8].temp-parts[i].temp)/4.0f, MIN_TEMP, MAX_TEMP);
+ }
+ //else, slowly kill it if it's not inside an element
+ else
+ parts[i].life--;
+ return 0;
+}
+
+//#TPT-Directive ElementHeader Element_PROT static int graphics(GRAPHICS_FUNC_ARGS)
+int Element_PROT::graphics(GRAPHICS_FUNC_ARGS)
+{
+ *firea = 20;
+ *firer = 250;
+ *fireg = 128;
+ *fireb = 128;
+
+ *pixel_mode |= FIRE_ADD;
+ return 1;
+}
+
+Element_PROT::~Element_PROT() {}