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2012-11-17Remove old codeSimon Robertshaw109-9270/+0
2012-10-03Fix extra BUBW sometimes being produced when CO2 dissolvesjacksonmj1-3/+3
2012-09-05Also fix bugs with energy particles that pass directly from PIPE to portaljacksonmj1-1/+13
2012-09-05Fix bugs with energy particles in PIPEjacksonmj1-2/+9
2012-09-02cold phot doesn't burn thingsjacob11-1/+2
2012-09-02DTEC, generates a spark when something with it's ctype is nearbyjacob11-0/+59
2012-09-02WOOD and PLNT turn grey when hot, bluish when coldjacksonmj2-0/+59
2012-08-21Limit SPNG saturation, and reduce absorption rate for GEL and SPNG with some ↵jacksonmj2-9/+13
elements
2012-08-21Correct proportions of CO2 and WATR when GEL/SPNG is absorbing BUBWjacksonmj2-8/+2
2012-08-21GEL and SPNG absorb water from more elements and leave behind what the water ↵jacob13-4/+45
was mixed with
2012-08-21PPIP glowing brck in fire modeSimon Robertshaw1-2/+7
2012-08-13Prevent CONV from destroying diamondjacob11-1/+1
2012-08-13Powered pipe, based on jacob1's commitsjacksonmj3-47/+268
PSCN to turn on, NSCN to turn off, INST to reverse. Differences from jacob1's commit include: flood fill function that includes 1px diagonal pipes, powered/reversed state stored in tmp instead of flags, sparks from PSCN/NSCN/INST always take effect the following frame, single pixel pipe directions are a number from 0 to 7 so "if(coords)" does not check whether one is set (store another "transfers according to 1px pipe direction" bit for reverse flow).
2012-08-09Give menu color to elements without one (stickmen, TRON, and WARP) The color ↵jacob14-47/+5
is ignored, so they still look the same (amended to remove "*pixel_mode &= ~PMODE;", since *pixel_mode is set to PSPEC_STICKMAN immediately afterwards)
2012-08-02Fix salt/water proportions when dissolving into DSTW as welljacksonmj1-2/+4
2012-08-02Consistent proportions of WATR and SALT in SLTWjacksonmj3-4/+10
1 SALT + 3 WATR = 4 SLTW
2012-07-12Now stickmen can shoot plasma.Savely Skresanov1-1/+4
2012-07-09Add ptypes.enabled checks to a few more placesjacksonmj8-11/+11
2012-07-09Salt should only melt ice that is above saltwater freezing temperaturejacksonmj1-1/+1
2012-07-08This should fix PLNT lag just a little bit... (mostly after shooting through ↵cracker641-1/+1
NEUT)
2012-06-29C5 should not explode when touching cold INSLjacksonmj1-1/+1
2012-06-28Stop STKM being able to jump on the bottom of the screenjacksonmj1-5/+6
2012-06-28Make VOID and BHOL eat stickmen againjacksonmj1-0/+13
Broken by making stickmen heads pass through everything, since the eating happened in try_move, which stickmen no longer use for head movement.
2012-06-28Use atan2 for LIGH angle calculationsjacksonmj2-7/+9
atan2 gives the actual angle (in the range -pi to pi). acos and asin just give the principal value (in the range 0 to pi, or -pi/2 to pi/2)
2012-06-26Reduce rate of lightning creation by clonejacksonmj4-4/+4
2012-06-26Lightning direction affected by Newtonian gravityjacksonmj1-1/+1
2012-06-23FIRW: less advection, and don't go faster when multiple fire particles are ↵jacksonmj1-0/+1
touching it
2012-06-22Completely remove SING formation from fusionjacksonmj2-2/+0
2012-06-22Only create one NBLE particle for each fusing H2 particlejacksonmj1-6/+0
2012-06-22fix compression during fusionJacob14-23/+19
Conflicts: src/powder.c
2012-06-21Gravity modes and Newtonian gravity for fireworksjacksonmj2-17/+47
Resolves issue #59
2012-06-20Use eval_move(PT_FIGH, ...) when fighters are checking for obstaclesjacksonmj1-11/+11
Also stop fighters being included in the stacking check
2012-06-20Replace all explosion sparks with new element (EMBR)jacksonmj8-194/+200
Replaces: BOMB sparks and flash, electrons + glass sparks, sparks from IGNC, sparks from TNT explosion, and sparks from FWRK and FIRW.
2012-06-18Make ELEC+water form H2 and O2 in the correct proportionsjacksonmj1-3/+3
2012-06-17Prevent stacking from ELEC+NEUT, ELEC+water, and CO2 from BUBWjacksonmj2-13/+10
Also conserve number of particles when CO2 from BUBW is absorbed by water, and when splitting water into H2+O2 using ELEC.
2012-06-17Fix STKM causing stacking and falling through some powdersjacksonmj1-11/+12
2012-06-17Revert "Moved soap and stick men graphics things to special functions."Simon Robertshaw5-154/+9
This reverts commit 7f5408f196002476c4765f1cae833e1441e4b276. Conflicts: includes/powder.h
2012-06-15Move INST flood fill into a separate functionjacksonmj1-1/+1
Since there were so many if statements for INST in flood_parts. Also, allow INST inside walls to be sparked.
2012-06-13Added a tmp=1 flag to PLNT so that VINE will actually function like intended ↵Catelite2-1/+2
when VINE_MODE is disabled. Plant touching wood is unaffected, but vine that touches wood will grow.
2012-06-13Updated FRZZ element to behave somewhat like SNOW, since it has roughly the ↵Catelite1-0/+2
same physical properties. Also changed its element description, since it actually appears on a menu. Leftover FRZZ will eventually become ICE if touching ICE with FRZW ctype.
2012-06-13Update to EXOT that makes it permeable to neutrons as well as electrons. ↵Catelite3-37/+63
Neutrons cause a water>distilled water spread that enables EXOT's copy function, at its original speed. Electrons reset mode, but not tmp2. Trippy monochrome colors for copy mode. Conflicts: src/elements/exot.c
2012-06-12Remove sdl_scale from update_O2jacksonmj1-1/+1
Particle coords are not affected by sdl_scale, only mouse coords
2012-06-10Remember ctype when cloning lavajacksonmj4-11/+41
2012-06-10Revert "Make THDR TYPE_ENERGY again, so it goes in photon map"jacksonmj4-7/+5
This reverts commit 8b20bfd764308fddc1280b8a9d030e77503d0b0c. TYPE_ENERGY makes THDR move like photons, and means adjacent particles don't conduct as much heat from it (since the heat conduction code only looks for particles in pmap, not photons). Heat transfer could be fixed by increasing THDR's heat conductivity, but gas or powder movement is probably better than photon movement for THDR.
2012-06-09Avoid stacking in INVS and FILT, and fix pressurised INVS graphicsjacksonmj1-2/+1
Collisions now always work for particles inside INVS and FILT, so particles don't stack (just a single particle on top of each INVS/FILT). Pressurised INVS was being drawn using PMODE_FLAT (with no alpha blending), which sometimes hid particles inside INVS. Also limit BHOL tmp value to make sure it saves correctly.
2012-06-09Create BHOL when particles are stacked excessivelyjacksonmj1-1/+4
2012-06-09Make THDR TYPE_ENERGY again, so it goes in photon mapjacksonmj4-5/+7
Will simplify checking for excessive stacking
2012-06-07Unnecessary optimisationSimon Robertshaw1-13/+9
2012-06-07Neighbour check should be less or equal to 6 to find 2 TTANSimon Robertshaw1-1/+1
2012-06-07Titanium only blocks air when it is connectedSimon Robertshaw1-2/+23