diff options
Diffstat (limited to 'src/simulation/Elements.h')
| -rw-r--r-- | src/simulation/Elements.h | 40 |
1 files changed, 21 insertions, 19 deletions
diff --git a/src/simulation/Elements.h b/src/simulation/Elements.h index 67e2c4b..54f5483 100644 --- a/src/simulation/Elements.h +++ b/src/simulation/Elements.h @@ -10,25 +10,27 @@ #define O_MAX_TEMP 3500 #define O_MIN_TEMP -273 -#define TYPE_PART 0x00001 //1 Powders -#define TYPE_LIQUID 0x00002 //2 Liquids -#define TYPE_SOLID 0x00004 //4 Solids -#define TYPE_GAS 0x00008 //8 Gasses (Includes plasma) -#define TYPE_ENERGY 0x00010 //16 Energy (Thunder, Light, Neutrons etc.) -#define PROP_CONDUCTS 0x00020 //32 Conducts electricity -#define PROP_BLACK 0x00040 //64 Absorbs Photons (not currently implemented or used, a photwl attribute might be better) -#define PROP_NEUTPENETRATE 0x00080 //128 Penetrated by neutrons -#define PROP_NEUTABSORB 0x00100 //256 Absorbs neutrons, reflect is default -#define PROP_NEUTPASS 0x00200 //512 Neutrons pass through, such as with glass -#define PROP_DEADLY 0x00400 //1024 Is deadly for stickman -#define PROP_HOT_GLOW 0x00800 //2048 Hot Metal Glow -#define PROP_LIFE 0x01000 //4096 Is a GoL type -#define PROP_RADIOACTIVE 0x02000 //8192 Radioactive -#define PROP_LIFE_DEC 0x04000 //2^14 Life decreases by one every frame if > zero -#define PROP_LIFE_KILL 0x08000 //2^15 Kill when life value is <= zero -#define PROP_LIFE_KILL_DEC 0x10000 //2^16 Kill when life value is decremented to <= zero -#define PROP_SPARKSETTLE 0x20000 //2^17 Allow Sparks/Embers to settle -#define PROP_NOAMBHEAT 0x40000 //2^18 Don't transfer or receive heat from ambient heat. +#define TYPE_PART 0x00001 //1 Powders +#define TYPE_LIQUID 0x00002 //2 Liquids +#define TYPE_SOLID 0x00004 //4 Solids +#define TYPE_GAS 0x00008 //8 Gasses (Includes plasma) +#define TYPE_ENERGY 0x00010 //16 Energy (Thunder, Light, Neutrons etc.) +#define PROP_CONDUCTS 0x00020 //32 Conducts electricity +#define PROP_BLACK 0x00040 //64 Absorbs Photons (not currently implemented or used, a photwl attribute might be better) +#define PROP_NEUTPENETRATE 0x00080 //128 Penetrated by neutrons +#define PROP_NEUTABSORB 0x00100 //256 Absorbs neutrons, reflect is default +#define PROP_NEUTPASS 0x00200 //512 Neutrons pass through, such as with glass +#define PROP_DEADLY 0x00400 //1024 Is deadly for stickman +#define PROP_HOT_GLOW 0x00800 //2048 Hot Metal Glow +#define PROP_LIFE 0x01000 //4096 Is a GoL type +#define PROP_RADIOACTIVE 0x02000 //8192 Radioactive +#define PROP_LIFE_DEC 0x04000 //2^14 Life decreases by one every frame if > zero +#define PROP_LIFE_KILL 0x08000 //2^15 Kill when life value is <= zero +#define PROP_LIFE_KILL_DEC 0x10000 //2^16 Kill when life value is decremented to <= zero +#define PROP_SPARKSETTLE 0x20000 //2^17 Allow Sparks/Embers to settle +#define PROP_NOAMBHEAT 0x40000 //2^18 Don't transfer or receive heat from ambient heat. +#define PROP_DRAWONCTYPE 0x80000 //2^19 Set its ctype to another element if the element is drawn upon it (like what CLNE does) +#define PROP_NOCTYPEDRAW 0x100000 // 2^20 When this element is drawn upon with, do not set ctype (like BCLN for CLNE) #define FLAG_STAGNANT 0x1 #define FLAG_SKIPMOVE 0x2 // skip movement for one frame, only implemented for PHOT |
