Add two new properties for CLNE-like elements
the thing CLNE does, drawing upon it will set ctype; and what BCLN does to CLNE - disables #1). Made use of the two new properties
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@ -1737,6 +1737,8 @@ void LuaScriptInterface::initElementsAPI()
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SETCONST(l, PROP_LIFE_KILL_DEC);
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SETCONST(l, PROP_SPARKSETTLE);
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SETCONST(l, PROP_NOAMBHEAT);
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SETCONST(l, PROP_DRAWONCTYPE);
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SETCONST(l, PROP_NOCTYPEDRAW);
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SETCONST(l, FLAG_STAGNANT);
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SETCONST(l, FLAG_SKIPMOVE);
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SETCONST(l, FLAG_MOVABLE);
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@ -10,25 +10,27 @@
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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 Gasses (Includes plasma)
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#define TYPE_ENERGY 0x00010 //16 Energy (Thunder, Light, Neutrons etc.)
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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 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 Gasses (Includes plasma)
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#define TYPE_ENERGY 0x00010 //16 Energy (Thunder, Light, Neutrons etc.)
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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_DRAWONCTYPE 0x80000 //2^19 Set its ctype to another element if the element is drawn upon it (like what CLNE does)
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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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@ -2033,6 +2033,7 @@ void Simulation::init_can_move()
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}
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}
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//a list of lots of things PHOT can move through
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// TODO: replace with property
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for (movingType = 0; movingType < PT_NUM; movingType++)
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{
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if (movingType == PT_GLAS || movingType == PT_PHOT || movingType == PT_FILT || movingType == PT_INVIS
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@ -2721,20 +2722,17 @@ int Simulation::create_part(int p, int x, int y, int tv)
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{
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if (pmap[y][x])
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{
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//If an element has the PROP_DRAWONCTYPE property, and the element being drawn to it does not have PROP_NOCTYPEDRAW (Also some special cases), set the element's ctype
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int drawOn = pmap[y][x]&0xFF;
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if ((
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(drawOn == PT_STOR && !(elements[t].Properties&TYPE_SOLID)) ||
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drawOn==PT_CLNE ||
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drawOn==PT_BCLN ||
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drawOn==PT_CONV ||
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(drawOn==PT_PCLN&&t!=PT_PSCN&&t!=PT_NSCN) ||
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(drawOn==PT_PBCN&&t!=PT_PSCN&&t!=PT_NSCN)
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)&&(
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t != PT_CLNE && t != PT_PCLN && t != PT_BCLN && t != PT_STKM && t != PT_STKM2 && t != PT_PBCN && t != PT_STOR && t != PT_FIGH && t != PT_CONV)
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)
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if (((elements[drawOn].Properties & PROP_DRAWONCTYPE) ||
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(drawOn == PT_STOR && !(elements[t].Properties & TYPE_SOLID)) ||
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(drawOn == PT_PCLN && t != PT_PSCN && t != PT_NSCN) ||
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(drawOn == PT_PBCN && t != PT_PSCN && t != PT_NSCN))
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&& (!(elements[t].Properties & PROP_NOCTYPEDRAW)))
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{
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parts[pmap[y][x]>>8].ctype = t;
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if (t == PT_LIFE && v < NGOL && drawOn != PT_STOR) parts[pmap[y][x]>>8].tmp = v;
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if (t == PT_LIFE && v < NGOL && drawOn != PT_STOR)
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parts[pmap[y][x]>>8].tmp = v;
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}
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else if ((drawOn == PT_DTEC || (drawOn == PT_PSTN && t != PT_FRME)) && drawOn != t)
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{
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@ -31,7 +31,7 @@ Element_BCLN::Element_BCLN()
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Description = "Breakable Clone.";
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State = ST_NONE;
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Properties = TYPE_SOLID|PROP_LIFE_DEC|PROP_LIFE_KILL_DEC;
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Properties = TYPE_SOLID|PROP_LIFE_DEC|PROP_LIFE_KILL_DEC|PROP_DRAWONCTYPE|PROP_NOCTYPEDRAW;
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LowPressure = IPL;
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LowPressureTransition = NT;
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@ -31,7 +31,7 @@ Element_CLNE::Element_CLNE()
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Description = "Solid. Duplicates any particles it touches.";
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State = ST_SOLID;
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Properties = TYPE_SOLID;
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Properties = TYPE_SOLID|PROP_DRAWONCTYPE|PROP_NOCTYPEDRAW;
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LowPressure = IPL;
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LowPressureTransition = NT;
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@ -31,7 +31,7 @@ Element_CONV::Element_CONV()
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Description = "Solid. Converts everything into whatever it first touches.";
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State = ST_NONE;
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Properties = TYPE_SOLID;
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Properties = TYPE_SOLID|PROP_DRAWONCTYPE|PROP_NOCTYPEDRAW;
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LowPressure = IPL;
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LowPressureTransition = NT;
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@ -31,7 +31,7 @@ Element_FIGH::Element_FIGH()
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Description = "Fighter. Tries to kill stickmen. You must first give it an element to kill him with.";
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State = ST_NONE;
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Properties = 0;
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Properties = PROP_NOCTYPEDRAW;
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LowPressure = IPL;
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LowPressureTransition = NT;
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@ -31,7 +31,7 @@ Element_PBCN::Element_PBCN()
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Description = "Powered breakable clone.";
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State = ST_NONE;
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Properties = TYPE_SOLID;
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Properties = TYPE_SOLID|PROP_NOCTYPEDRAW;
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LowPressure = IPL;
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LowPressureTransition = NT;
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@ -31,7 +31,7 @@ Element_PCLN::Element_PCLN()
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Description = "Powered clone. When activated, duplicates any particles it touches.";
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State = ST_NONE;
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Properties = TYPE_SOLID;
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Properties = TYPE_SOLID|PROP_NOCTYPEDRAW;
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LowPressure = IPL;
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LowPressureTransition = NT;
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@ -31,7 +31,7 @@ Element_STKM::Element_STKM()
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Description = "Stickman. Don't kill him! Control with the arrow keys.";
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State = ST_NONE;
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Properties = 0;
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Properties = PROP_NOCTYPEDRAW;
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LowPressure = IPL;
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LowPressureTransition = NT;
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@ -31,7 +31,7 @@ Element_STKM2::Element_STKM2()
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Description = "Second stickman. Don't kill him! Control with wasd.";
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State = ST_NONE;
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Properties = 0;
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Properties = PROP_NOCTYPEDRAW;
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LowPressure = IPL;
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LowPressureTransition = NT;
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@ -31,7 +31,7 @@ Element_STOR::Element_STOR()
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Description = "Captures and stores a single particle. releases when charged with PSCN, also passes to PIPE.";
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State = ST_NONE;
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Properties = TYPE_SOLID;
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Properties = TYPE_SOLID|PROP_NOCTYPEDRAW;
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LowPressure = IPL;
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LowPressureTransition = NT;
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