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authorsavask <savask@yandex.ru>2010-08-17 08:38:08 (GMT)
committer FacialTurd <simon@hardwired.org.uk>2010-08-17 10:59:05 (GMT)
commitec1ab3fbcfcf9de58c3f14ff393dbcceffe47d05 (patch)
tree3cf14d189a04b0d3cf2c3898314758dff87aaa3a
parent887895624c0b8920a377230acc0dd5ecd58ebaea (diff)
downloadpowder-ec1ab3fbcfcf9de58c3f14ff393dbcceffe47d05.zip
powder-ec1ab3fbcfcf9de58c3f14ff393dbcceffe47d05.tar.gz
Fixed photons spawning, but it's still have some bugs.
-rw-r--r--powder.c709
1 files changed, 362 insertions, 347 deletions
diff --git a/powder.c b/powder.c
index 9371e37..1e27abd 100644
--- a/powder.c
+++ b/powder.c
@@ -2262,353 +2262,368 @@ killed:
}
if(t==PT_STKM)
- {
- //Tempirature handling
- if(parts[i].temp<-30)
- parts[i].life -= 0.2;
- if((parts[i].temp<36.6f) && (parts[i].temp>=-30))
- parts[i].temp += 1;
-
- //Death
- if(parts[i].life<=0 || pv[y/CELL][x/CELL]>=4.5f) //If his HP is less that 0 or there is very big wind...
- {
- for(r=-2; r<=1; r++)
- {
- create_part(-1, x+r, y-2, player[2]);
- create_part(-1, x+r+1, y+2, player[2]);
- create_part(-1, x-2, y+r+1, player[2]);
- create_part(-1, x+2, y+r, player[2]);
- }
- kill_part(i); //Kill him
- goto killed;
- }
-
- //Verlet integration
- pp = 2*player[3]-player[5];
- player[5] = player[3];
- player[3] = pp;
- pp = 2*player[4]-player[6];
- player[6] = player[4];
- player[4] = pp;
-
- pp = 2*player[7]-player[9];
- player[9] = player[7];
- player[7] = pp;
- pp = 2*player[8]-player[10]+1;
- player[10] = player[8];
- player[8] = pp;
-
- pp = 2*player[11]-player[13];
- player[13] = player[11];
- player[11] = pp;
- pp = 2*player[12]-player[14];
- player[14] = player[12];
- player[12] = pp;
-
- pp = 2*player[15]-player[17];
- player[17] = player[15];
- player[15] = pp;
- pp = 2*player[16]-player[18]+1;
- player[18] = player[16];
- player[16] = pp;
-
- //Go left
- if (((int)(player[0])&0x01) == 0x01)
- {
- if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID
- && (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG)
- {
- if (pmap[(int)(player[8]-1)][(int)(player[7])])
- {
- player[9] += 3;
- player[10] += 2;
- player[5] += 2;
- }
-
- if (pmap[(int)(player[16]-1)][(int)(player[15])])
- {
- player[17] += 3;
- player[18] += 2;
- player[13] +=2;
- }
- }
- else
- {
- if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids
- {
- player[9] += 1;
- player[10] += 1;
- player[5] += 1;
- }
-
- if (pmap[(int)(player[16]-1)][(int)(player[15])])
- {
- player[17] += 1;
- player[18] += 1;
- player[13] +=1;
- }
- }
- }
-
- //Go right
- if (((int)(player[0])&0x02) == 0x02)
- {
- if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID
- && (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG)
- {
- if (pmap[(int)(player[8]-1)][(int)(player[7])])
- {
- player[9] -= 3;
- player[10] += 2;
- player[5] -= 2;
- }
-
- if (pmap[(int)(player[16]-1)][(int)(player[15])])
- {
- player[17] -= 3;
- player[18] += 2;
- player[13] -= 2;
- }
- }
- else
- {
- if (pmap[(int)(player[8]-1)][(int)(player[7])])
- {
- player[9] -= 1;
- player[10] += 1;
- player[5] -= 1;
- }
-
- if (pmap[(int)(player[16]-1)][(int)(player[15])])
- {
- player[17] -= 1;
- player[18] += 1;
- player[13] -= 1;
- }
-
- }
- }
-
- //Charge detector wall if foot inside
- if(bmap[(int)(player[8]+0.5)/CELL][(int)(player[7]+0.5)/CELL]==6)
- set_emap((int)player[7]/CELL, (int)player[8]/CELL);
- if(bmap[(int)(player[16]+0.5)/CELL][(int)(player[15]+0.5)/CELL]==6)
- set_emap((int)(player[15]+0.5)/CELL, (int)(player[16]+0.5)/CELL);
-
- //Searching for particles near head
- for(nx = -2; nx <= 2; nx++)
- for(ny = 0; ny>=-2; ny--)
- {
- if(!pmap[ny+y][nx+x] || (pmap[ny+y][nx+x]>>8)>=NPART)
- continue;
- if((pstates[pmap[ny+y][nx+x]&0xFF].state != ST_SOLID && (pmap[ny+y][nx+x]&0xFF)!=PT_STKM
- && (pmap[ny+y][nx+x]&0xFF)!=PT_WHOL && (pmap[ny+y][nx+x]&0xFF)!=PT_BHOL)
- || (pmap[ny+y][nx+x]&0xFF) == PT_LNTG)
- {
- player[2] = pmap[ny+y][nx+x]&0xFF; //Current element
- }
- if((pmap[ny+y][nx+x]&0xFF) == PT_PLNT && parts[i].life<100) //Plant gives him 5 HP
- {
- if(parts[i].life<=95)
- parts[i].life += 5;
- else
- parts[i].life = 100;
- kill_part(pmap[ny+y][nx+x]>>8);
- }
-
- if((pmap[ny+y][nx+x]&0xFF) == PT_NEUT)
- {
- parts[i].life -= (102-parts[i].life)/2;
- kill_part(pmap[ny+y][nx+x]>>8);
- }
- }
-
- //Head position
- nx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01);
- ny = y - 3*(player[1] == 0);
-
- //Spawn
- if(((int)(player[0])&0x08) == 0x08)
- {
- ny -= 2*(rand()%2)+1;
- r = pmap[ny][nx];
- if(!((r>>8)>=NPART))
- {
- if(pstates[r&0xFF].state == ST_SOLID)
- {
- create_part(-1, nx, ny, PT_SPRK);
- }
- else
- {
- create_part(-1, nx, ny, player[2]);
- r = pmap[ny][nx];
- if( ((r>>8) < NPART) && (r>>8)>=0 )
- parts[r>>8].vx = parts[r>>8].vx + 5*((((int)player[1])&0x02) == 0x02) - 5*(((int)(player[1])&0x01) == 0x01);
- }
- }
- }
-
- //Jump
- if (((int)(player[0])&0x04) == 0x04)
- {
- if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])])
- {
- parts[i].vy = -5;
- player[10] += 1;
- player[18] += 1;
- }
-
- }
-
- //Simulation of joints
- d = 25/(pow((player[3]-player[7]), 2) + pow((player[4]-player[8]), 2)+25) - 0.5; //Fast distance
- player[7] -= (player[3]-player[7])*d;
- player[8] -= (player[4]-player[8])*d;
- player[3] += (player[3]-player[7])*d;
- player[4] += (player[4]-player[8])*d;
-
- d = 25/(pow((player[11]-player[15]), 2) + pow((player[12]-player[16]), 2)+25) - 0.5;
- player[15] -= (player[11]-player[15])*d;
- player[16] -= (player[12]-player[16])*d;
- player[11] += (player[11]-player[15])*d;
- player[12] += (player[12]-player[16])*d;
-
- d = 36/(pow((player[3]-parts[i].x), 2) + pow((player[4]-parts[i].y), 2)+36) - 0.5;
- parts[i].vx -= (player[3]-parts[i].x)*d;
- parts[i].vy -= (player[4]-parts[i].y)*d;
- player[3] += (player[3]-parts[i].x)*d;
- player[4] += (player[4]-parts[i].y)*d;
-
- d = 36/(pow((player[11]-parts[i].x), 2) + pow((player[12]-parts[i].y), 2)+36) - 0.5;
- parts[i].vx -= (player[11]-parts[i].x)*d;
- parts[i].vy -= (player[12]-parts[i].y)*d;
- player[11] += (player[11]-parts[i].x)*d;
- player[12] += (player[12]-parts[i].y)*d;
-
- //Side collisions checking
- for(nx = -3; nx <= 3; nx++)
- {
- if(pmap[(int)(player[16]-2)][(int)(player[15]+nx)])
- player[15] -= nx;
-
- if(pmap[(int)(player[8]-2)][(int)(player[7]+nx)])
- player[7] -= nx;
- }
-
- //Collision checks
- for(ny = -2-(int)parts[i].vy; ny<=0; ny++)
- {
- r = pmap[(int)(player[8]+ny)][(int)(player[7]+0.5)]; //This is to make coding more pleasant :-)
-
- //For left leg
- if (r && (r&0xFF)!=PT_STKM)
- {
- if(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG) //Liquid checks
- {
- if(parts[i].y<(player[8]-10))
- parts[i].vy = 1;
- else
- parts[i].vy = 0;
- if(abs(parts[i].vx)>1)
- parts[i].vx *= 0.5;
- }
- else
- {
- player[8] += ny-1;
- parts[i].vy -= 0.5*parts[i].vy;
- }
- player[9] = player[7];
- }
-
- r = pmap[(int)(player[16]+ny)][(int)(player[15]+0.5)];
-
- //For right leg
- if (r && (r&0xFF)!=PT_STKM)
- {
- if(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG)
- {
- if(parts[i].y<(player[16]-10))
- parts[i].vy = 1;
- else
- parts[i].vy = 0;
- if(abs(parts[i].vx)>1)
- parts[i].vx *= 0.5;
- }
- else
- {
- player[16] += ny-1;
- parts[i].vy -= 0.5*parts[i].vy;
- }
- player[17] = player[15];
- }
-
- //If it falls too fast
- if (parts[i].vy>=30)
- {
- parts[i].y -= 10+ny;
- parts[i].vy = -10;
- }
-
- }
-
- //Keeping legs distance
- if (pow((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1)
- {
- player[7] += 0.2;
- player[15] -= 0.2;
- }
-
- if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1)
- {
- player[3] += 0.2;
- player[11] -= 0.2;
- }
-
- //If legs touch something
- r = pmap[(int)(player[8]+0.5)][(int)(player[7]+0.5)];
- if((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge
- {
- parts[i].life -= (int)(rand()/1000)+38;
- }
-
- if (r>0 && (r>>8)<NPART) //If hot or cold
- {
- if(parts[r>>8].temp>=50 || parts[r>>8].temp<=-30)
- {
- parts[i].life -= 2;
- player[16] -= 1;
- }
- }
-
- if ((r&0xFF)==PT_ACID) //If on acid
- parts[i].life -= 5;
-
- if ((r&0xFF)==PT_PLUT) //If on plut
- parts[i].life -= 1;
-
- r = pmap[(int)(player[16]+0.5)][(int)(player[15]+0.5)];
- if((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge
- {
- parts[i].life -= (int)(rand()/1000)+38;
- }
-
- if(r>0 && (r>>8)<NPART) //If hot or cold
- {
- if(parts[r>>8].temp>=50 || parts[r>>8].temp<=-30)
- {
- parts[i].life -= 2;
- player[8] -= 1;
- }
- }
-
- if ((r&0xFF)==PT_ACID) //If on acid
- parts[i].life -= 5;
-
- if ((r&0xFF)==PT_PLUT) //If on plut
- parts[i].life -= 1;
-
- isplayer = 1;
- }
+ {
+ //Tempirature handling
+ if(parts[i].temp<-30)
+ parts[i].life -= 0.2;
+ if((parts[i].temp<36.6f) && (parts[i].temp>=-30))
+ parts[i].temp += 1;
+
+ //Death
+ if(parts[i].life<=0 || pv[y/CELL][x/CELL]>=4.5f) //If his HP is less that 0 or there is very big wind...
+ {
+ for(r=-2; r<=1; r++)
+ {
+ create_part(-1, x+r, y-2, player[2]);
+ create_part(-1, x+r+1, y+2, player[2]);
+ create_part(-1, x-2, y+r+1, player[2]);
+ create_part(-1, x+2, y+r, player[2]);
+ }
+ kill_part(i); //Kill him
+ goto killed;
+ }
+
+ //Verlet integration
+ pp = 2*player[3]-player[5];
+ player[5] = player[3];
+ player[3] = pp;
+ pp = 2*player[4]-player[6];
+ player[6] = player[4];
+ player[4] = pp;
+
+ pp = 2*player[7]-player[9];
+ player[9] = player[7];
+ player[7] = pp;
+ pp = 2*player[8]-player[10]+1;
+ player[10] = player[8];
+ player[8] = pp;
+
+ pp = 2*player[11]-player[13];
+ player[13] = player[11];
+ player[11] = pp;
+ pp = 2*player[12]-player[14];
+ player[14] = player[12];
+ player[12] = pp;
+
+ pp = 2*player[15]-player[17];
+ player[17] = player[15];
+ player[15] = pp;
+ pp = 2*player[16]-player[18]+1;
+ player[18] = player[16];
+ player[16] = pp;
+
+ //Go left
+ if (((int)(player[0])&0x01) == 0x01)
+ {
+ if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID
+ && (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG)
+ {
+ if (pmap[(int)(player[8]-1)][(int)(player[7])])
+ {
+ player[9] += 3;
+ player[10] += 2;
+ player[5] += 2;
+ }
+
+ if (pmap[(int)(player[16]-1)][(int)(player[15])])
+ {
+ player[17] += 3;
+ player[18] += 2;
+ player[13] +=2;
+ }
+ }
+ else
+ {
+ if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids
+ {
+ player[9] += 1;
+ player[10] += 1;
+ player[5] += 1;
+ }
+
+ if (pmap[(int)(player[16]-1)][(int)(player[15])])
+ {
+ player[17] += 1;
+ player[18] += 1;
+ player[13] +=1;
+ }
+ }
+ }
+
+ //Go right
+ if (((int)(player[0])&0x02) == 0x02)
+ {
+ if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID
+ && (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG)
+ {
+ if (pmap[(int)(player[8]-1)][(int)(player[7])])
+ {
+ player[9] -= 3;
+ player[10] += 2;
+ player[5] -= 2;
+ }
+
+ if (pmap[(int)(player[16]-1)][(int)(player[15])])
+ {
+ player[17] -= 3;
+ player[18] += 2;
+ player[13] -= 2;
+ }
+ }
+ else
+ {
+ if (pmap[(int)(player[8]-1)][(int)(player[7])])
+ {
+ player[9] -= 1;
+ player[10] += 1;
+ player[5] -= 1;
+ }
+
+ if (pmap[(int)(player[16]-1)][(int)(player[15])])
+ {
+ player[17] -= 1;
+ player[18] += 1;
+ player[13] -= 1;
+ }
+
+ }
+ }
+
+ //Charge detector wall if foot inside
+ if(bmap[(int)(player[8]+0.5)/CELL][(int)(player[7]+0.5)/CELL]==6)
+ set_emap((int)player[7]/CELL, (int)player[8]/CELL);
+ if(bmap[(int)(player[16]+0.5)/CELL][(int)(player[15]+0.5)/CELL]==6)
+ set_emap((int)(player[15]+0.5)/CELL, (int)(player[16]+0.5)/CELL);
+
+ //Searching for particles near head
+ for(nx = -2; nx <= 2; nx++)
+ for(ny = 0; ny>=-2; ny--)
+ {
+ if(!pmap[ny+y][nx+x] || (pmap[ny+y][nx+x]>>8)>=NPART)
+ continue;
+ if((pstates[pmap[ny+y][nx+x]&0xFF].state != ST_SOLID && (pmap[ny+y][nx+x]&0xFF)!=PT_STKM
+ && (pmap[ny+y][nx+x]&0xFF)!=PT_WHOL && (pmap[ny+y][nx+x]&0xFF)!=PT_BHOL)
+ || (pmap[ny+y][nx+x]&0xFF) == PT_LNTG)
+ {
+ player[2] = pmap[ny+y][nx+x]&0xFF; //Current element
+ }
+ if((pmap[ny+y][nx+x]&0xFF) == PT_PLNT && parts[i].life<100) //Plant gives him 5 HP
+ {
+ if(parts[i].life<=95)
+ parts[i].life += 5;
+ else
+ parts[i].life = 100;
+ kill_part(pmap[ny+y][nx+x]>>8);
+ }
+
+ if((pmap[ny+y][nx+x]&0xFF) == PT_NEUT)
+ {
+ parts[i].life -= (102-parts[i].life)/2;
+ kill_part(pmap[ny+y][nx+x]>>8);
+ }
+ }
+
+ //Head position
+ nx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01);
+ ny = y - 3*(player[1] == 0);
+
+ //Spawn
+ if(((int)(player[0])&0x08) == 0x08)
+ {
+ ny -= 2*(rand()%2)+1;
+ r = pmap[ny][nx];
+ if(!((r>>8)>=NPART))
+ {
+ if(pstates[r&0xFF].state == ST_SOLID)
+ {
+ create_part(-1, nx, ny, PT_SPRK);
+ }
+ else
+ {
+ create_part(-1, nx, ny, player[2]);
+ r = pmap[ny][nx];
+ if( ((r>>8) < NPART) && (r>>8)>=0 && player[2]!=PT_PHOT)
+ parts[r>>8].vx = parts[r>>8].vx + 5*((((int)player[1])&0x02) == 0x02) - 5*(((int)(player[1])&0x01) == 0x01);
+ if(((r>>8) < NPART) && (r>>8)>=0 && player[2] == PT_PHOT)
+ {
+ int random = abs(rand()%3-1)*3;
+ if (random==0)
+ {
+ parts[r>>8].life = 0;
+ parts[r>>8].type = PT_NONE;
+ }
+ else
+ {
+ parts[r>>8].vy = 0;
+ parts[r>>8].vx = (((((int)player[1])&0x02) == 0x02) - (((int)(player[1])&0x01) == 0x01))*random;
+ }
+ }
+
+ }
+ }
+ }
+
+ //Jump
+ if (((int)(player[0])&0x04) == 0x04)
+ {
+ if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])])
+ {
+ parts[i].vy = -5;
+ player[10] += 1;
+ player[18] += 1;
+ }
+
+ }
+
+ //Simulation of joints
+ d = 25/(pow((player[3]-player[7]), 2) + pow((player[4]-player[8]), 2)+25) - 0.5; //Fast distance
+ player[7] -= (player[3]-player[7])*d;
+ player[8] -= (player[4]-player[8])*d;
+ player[3] += (player[3]-player[7])*d;
+ player[4] += (player[4]-player[8])*d;
+
+ d = 25/(pow((player[11]-player[15]), 2) + pow((player[12]-player[16]), 2)+25) - 0.5;
+ player[15] -= (player[11]-player[15])*d;
+ player[16] -= (player[12]-player[16])*d;
+ player[11] += (player[11]-player[15])*d;
+ player[12] += (player[12]-player[16])*d;
+
+ d = 36/(pow((player[3]-parts[i].x), 2) + pow((player[4]-parts[i].y), 2)+36) - 0.5;
+ parts[i].vx -= (player[3]-parts[i].x)*d;
+ parts[i].vy -= (player[4]-parts[i].y)*d;
+ player[3] += (player[3]-parts[i].x)*d;
+ player[4] += (player[4]-parts[i].y)*d;
+
+ d = 36/(pow((player[11]-parts[i].x), 2) + pow((player[12]-parts[i].y), 2)+36) - 0.5;
+ parts[i].vx -= (player[11]-parts[i].x)*d;
+ parts[i].vy -= (player[12]-parts[i].y)*d;
+ player[11] += (player[11]-parts[i].x)*d;
+ player[12] += (player[12]-parts[i].y)*d;
+
+ //Side collisions checking
+ for(nx = -3; nx <= 3; nx++)
+ {
+ if(pmap[(int)(player[16]-2)][(int)(player[15]+nx)])
+ player[15] -= nx;
+
+ if(pmap[(int)(player[8]-2)][(int)(player[7]+nx)])
+ player[7] -= nx;
+ }
+
+ //Collision checks
+ for(ny = -2-(int)parts[i].vy; ny<=0; ny++)
+ {
+ r = pmap[(int)(player[8]+ny)][(int)(player[7]+0.5)]; //This is to make coding more pleasant :-)
+
+ //For left leg
+ if (r && (r&0xFF)!=PT_STKM)
+ {
+ if(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG) //Liquid checks
+ {
+ if(parts[i].y<(player[8]-10))
+ parts[i].vy = 1;
+ else
+ parts[i].vy = 0;
+ if(abs(parts[i].vx)>1)
+ parts[i].vx *= 0.5;
+ }
+ else
+ {
+ player[8] += ny-1;
+ parts[i].vy -= 0.5*parts[i].vy;
+ }
+ player[9] = player[7];
+ }
+
+ r = pmap[(int)(player[16]+ny)][(int)(player[15]+0.5)];
+
+ //For right leg
+ if (r && (r&0xFF)!=PT_STKM)
+ {
+ if(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG)
+ {
+ if(parts[i].y<(player[16]-10))
+ parts[i].vy = 1;
+ else
+ parts[i].vy = 0;
+ if(abs(parts[i].vx)>1)
+ parts[i].vx *= 0.5;
+ }
+ else
+ {
+ player[16] += ny-1;
+ parts[i].vy -= 0.5*parts[i].vy;
+ }
+ player[17] = player[15];
+ }
+
+ //If it falls too fast
+ if (parts[i].vy>=30)
+ {
+ parts[i].y -= 10+ny;
+ parts[i].vy = -10;
+ }
+
+ }
+
+ //Keeping legs distance
+ if (pow((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1)
+ {
+ player[7] += 0.2;
+ player[15] -= 0.2;
+ }
+
+ if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1)
+ {
+ player[3] += 0.2;
+ player[11] -= 0.2;
+ }
+
+ //If legs touch something
+ r = pmap[(int)(player[8]+0.5)][(int)(player[7]+0.5)];
+ if((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge
+ {
+ parts[i].life -= (int)(rand()/1000)+38;
+ }
+
+ if (r>0 && (r>>8)<NPART) //If hot or cold
+ {
+ if(parts[r>>8].temp>=50 || parts[r>>8].temp<=-30)
+ {
+ parts[i].life -= 2;
+ player[16] -= 1;
+ }
+ }
+
+ if ((r&0xFF)==PT_ACID) //If on acid
+ parts[i].life -= 5;
+
+ if ((r&0xFF)==PT_PLUT) //If on plut
+ parts[i].life -= 1;
+
+ r = pmap[(int)(player[16]+0.5)][(int)(player[15]+0.5)];
+ if((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge
+ {
+ parts[i].life -= (int)(rand()/1000)+38;
+ }
+
+ if(r>0 && (r>>8)<NPART) //If hot or cold
+ {
+ if(parts[r>>8].temp>=50 || parts[r>>8].temp<=-30)
+ {
+ parts[i].life -= 2;
+ player[8] -= 1;
+ }
+ }
+
+ if ((r&0xFF)==PT_ACID) //If on acid
+ parts[i].life -= 5;
+
+ if ((r&0xFF)==PT_PLUT) //If on plut
+ parts[i].life -= 1;
+
+ isplayer = 1;
+ }
if(t==PT_CLNE)
{