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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] -= .003f;
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--;
//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 > 4250)
element = PT_SING; //particle accelerators are known to create earth-destroying black holes
else if (parts[i].tmp > 275)
element = PT_PLUT;
else if (parts[i].tmp > 170)
element = PT_URAN;
else if (parts[i].tmp > 100)
element = PT_PLSM;
else if (parts[i].tmp > 40)
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);
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 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() {}
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