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| author | savask <savask@yandex.ru> | 2011-07-14 09:37:34 (GMT) |
|---|---|---|
| committer | savask <savask@yandex.ru> | 2011-07-25 05:47:38 (GMT) |
| commit | dbd3272933de7769ed1efdd0492e1a5a872ed3bd (patch) | |
| tree | 2d418bd7c50ac6952a03d45517e513759806d9d1 /src/elements/stkm2.c | |
| parent | e7907f9ea3795ebb50dc77ef9b129eb2e12abc39 (diff) | |
| download | powder-dbd3272933de7769ed1efdd0492e1a5a872ed3bd.zip powder-dbd3272933de7769ed1efdd0492e1a5a872ed3bd.tar.gz | |
Generalized stick man's update functions. Got rid of some unnecessary
variables.
Diffstat (limited to 'src/elements/stkm2.c')
| -rw-r--r-- | src/elements/stkm2.c | 424 |
1 files changed, 4 insertions, 420 deletions
diff --git a/src/elements/stkm2.c b/src/elements/stkm2.c index 14f8c2c..b1aeb20 100644 --- a/src/elements/stkm2.c +++ b/src/elements/stkm2.c @@ -1,430 +1,14 @@ #include <element.h> int update_SPAWN2(UPDATE_FUNC_ARGS) { - ISSPAWN2 = 1; - if (death2) - { - player2spawn = create_part(-1,x,y,PT_STKM2); - isplayer2 = 1; - death2 = 0; - } + if (!player2[27]) + create_part(-1, x, y, PT_STKM2); + return 0; } int update_STKM2(UPDATE_FUNC_ARGS) { - int r, rx, ry; - float pp, d; - float dt = 0.9;///(FPSB*FPSB); //Delta time in square - - if ((parts[i].ctype>0 && parts[i].ctype<PT_NUM && ptypes[parts[i].ctype].falldown>0) || parts[i].ctype==SPC_AIR || parts[i].ctype == PT_NEUT || parts[i].ctype == PT_PHOT) - player2[2] = parts[i].ctype; - - //Tempirature handling - if (parts[i].temp<243) - parts[i].life -= 1; - if ((parts[i].temp<309.6f) && (parts[i].temp>=243)) - parts[i].temp += 1; - - if (isplayer2) { //Already a stickman2 in the simulation - death2 = 1; - parts[i].type = PT_NONE; - } - - //Death - if (parts[i].life<1 || death2 || (pv[y/CELL][x/CELL]>=4.5f && player2[2] != SPC_AIR) ) //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, player2[2]); - create_part(-1, x+r+1, y+2, player2[2]); - create_part(-1, x-2, y+r+1, player2[2]); - create_part(-1, x+2, y+r, player2[2]); - } - kill_part(i); //Kill him - return 1; - } - - parts[i].vy += -0.7*dt; //Head up! - - //Verlet integration - pp = 2*player2[3]-player2[5]+player2[19]*dt*dt;; - player2[5] = player2[3]; - player2[3] = pp; - pp = 2*player2[4]-player2[6]+player2[20]*dt*dt;; - player2[6] = player2[4]; - player2[4] = pp; - - pp = 2*player2[7]-player2[9]+player2[21]*dt*dt;; - player2[9] = player2[7]; - player2[7] = pp; - pp = 2*player2[8]-player2[10]+(player2[22]+1)*dt*dt;; - player2[10] = player2[8]; - player2[8] = pp; - - pp = 2*player2[11]-player2[13]+player2[23]*dt*dt;; - player2[13] = player2[11]; - player2[11] = pp; - pp = 2*player2[12]-player2[14]+player2[24]*dt*dt;; - player2[14] = player2[12]; - player2[12] = pp; - - pp = 2*player2[15]-player2[17]+player2[25]*dt*dt;; - player2[17] = player2[15]; - player2[15] = pp; - pp = 2*player2[16]-player2[18]+(player2[26]+1)*dt*dt;; - player2[18] = player2[16]; - player2[16] = pp; - - //Setting acceleration to 0 - player2[19] = 0; - player2[20] = 0; - - player2[21] = 0; - player2[22] = 0; - - player2[23] = 0; - player2[24] = 0; - - player2[25] = 0; - player2[26] = 0; - - //Go left - r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]; - if (((int)(player2[0])&0x01) == 0x01 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS)) - { - if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID - && (r&0xFF) != PT_LNTG)) - { - if (pmap[(int)(player2[8]-1)][(int)(player2[7])]) - { - player2[21] = -3; - player2[22] = -2; - player2[19] = -2; - } - - if (pmap[(int)(player2[16]-1)][(int)(player2[15])]) - { - player2[25] = -3; - player2[26] = -2; - player2[23] = -2; - } - } - else - { - if (pmap[(int)(player2[8]-1)][(int)(player2[7])]) //It should move another way in liquids - { - player2[21] = -1; - player2[22] = -1; - player2[19] = -1; - } - - if (pmap[(int)(player2[16]-1)][(int)(player2[15])]) - { - player2[25] = -1; - player2[26] = -1; - player2[23] = -1; - } - } - } - - //Go right - r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]; - if (((int)(player2[0])&0x02) == 0x02 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS)) - { - if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID - && (r&0xFF) != PT_LNTG)) - { - if (pmap[(int)(player2[8]-1)][(int)(player2[7])]) - { - player2[21] = 3; - player2[22] = -2; - player2[19] = 2; - } - - if (pmap[(int)(player2[16]-1)][(int)(player2[15])]) - { - player2[25] = 3; - player2[26] = -2; - player2[23] = 2; - } - } - else - { - if (pmap[(int)(player2[8]-1)][(int)(player2[7])]) - { - player2[21] = 1; - player2[22] = -1; - player2[19] = 1; - } - - if (pmap[(int)(player2[16]-1)][(int)(player2[15])]) - { - player2[25] = 1; - player2[26] = -1; - player2[23] = 1; - } - - } - } - - //Jump - if (((int)(player2[0])&0x04) == 0x04 && ( - (pmap[(int)(player2[8]-0.5)][(int)(player2[7])]&0xFF)>=PT_NUM || - ptypes[pmap[(int)(player2[8]-0.5)][(int)(player2[7])]&0xFF].state != ST_GAS || - (pmap[(int)(player2[16]-0.5)][(int)(player2[15])]&0xFF)>=PT_NUM || - ptypes[pmap[(int)(player2[16]-0.5)][(int)(player2[15])]&0xFF].state != ST_GAS)) - { - if (pmap[(int)(player2[8]-0.5)][(int)(player2[7])] || pmap[(int)(player2[16]-0.5)][(int)(player2[15])]) - { - parts[i].vy = -5; - player2[22] -= 1; - player2[26] -= 1; - } - } - - //Charge detector wall if foot inside - if (bmap[(int)(player2[8]+0.5)/CELL][(int)(player2[7]+0.5)/CELL]==WL_DETECT) - set_emap((int)player2[7]/CELL, (int)player2[8]/CELL); - if (bmap[(int)(player2[16]+0.5)/CELL][(int)(player2[15]+0.5)/CELL]==WL_DETECT) - set_emap((int)(player2[15]+0.5)/CELL, (int)(player2[16]+0.5)/CELL); - - //Searching for particles near head - for (rx=-2; rx<3; rx++) - for (ry=-2; ry<3; ry++) - if (x+rx>=0 && y+ry>0 && x+rx<XRES && y+ry<YRES && (rx || ry)) - { - r = pmap[y+ry][x+rx]; - if (!r || (r>>8)>=NPART) - r = photons[y+ry][x+rx]; - - if ((!r || (r>>8)>=NPART) && !bmap[(y+ry)/CELL][(x+rx)/CELL]) - continue; - - if (ptypes[r&0xFF].falldown!=0 || (r&0xFF) == PT_NEUT || (r&0xFF) == PT_PHOT) - { - player2[2] = r&0xFF; //Current element - } - if ((r&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(r>>8); - } - - if ((r&0xFF) == PT_NEUT) - { - if (parts[i].life<=100) parts[i].life -= (102-parts[i].life)/2; - else parts[i].life *= 0.9f; - kill_part(r>>8); - } - if (bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_FAN) - player2[2] = SPC_AIR; - } - - //Head position - rx = x + 3*((((int)player2[1])&0x02) == 0x02) - 3*((((int)player2[1])&0x01) == 0x01); - ry = y - 3*(player2[1] == 0); - - //Spawn - if (((int)(player2[0])&0x08) == 0x08) - { - ry -= 2*(rand()%2)+1; - r = pmap[ry][rx]; - if (!((r>>8)>=NPART)) - { - if (ptypes[r&0xFF].state == ST_SOLID) - { - create_part(-1, rx, ry, PT_SPRK); - } - else - { - int np = -1; - if (player2[2] == SPC_AIR) - create_parts(rx + 3*((((int)player2[1])&0x02) == 0x02) - 3*((((int)player2[1])&0x01) == 0x01), ry, 4, 4, SPC_AIR); - else - np = create_part(-1, rx, ry, player2[2]); - if ((np < NPART) && np>=0 && player2[2] != PT_PHOT && player2[2] != SPC_AIR) - parts[np].vx = parts[np].vx + 5*((((int)player2[1])&0x02) == 0x02) - 5*(((int)(player2[1])&0x01) == 0x01); - if ((np < NPART) && np>=0 && player2[2] == PT_PHOT) - { - int random = abs(rand()%3-1)*3; - if (random==0) - { - kill_part(np); - } - else - { - parts[np].vy = 0; - if (((int)player2[1])&(0x01|0x02)) - parts[np].vx = (((((int)player2[1])&0x02) == 0x02) - (((int)(player2[1])&0x01) == 0x01))*random; - else - parts[np].vx = random; - } - } - - } - } - } - - //Simulation of joints - d = 25/(pow((player2[3]-player2[7]), 2) + pow((player2[4]-player2[8]), 2)+25) - 0.5; //Fast distance - player2[7] -= (player2[3]-player2[7])*d; - player2[8] -= (player2[4]-player2[8])*d; - player2[3] += (player2[3]-player2[7])*d; - player2[4] += (player2[4]-player2[8])*d; - - d = 25/(pow((player2[11]-player2[15]), 2) + pow((player2[12]-player2[16]), 2)+25) - 0.5; - player2[15] -= (player2[11]-player2[15])*d; - player2[16] -= (player2[12]-player2[16])*d; - player2[11] += (player2[11]-player2[15])*d; - player2[12] += (player2[12]-player2[16])*d; - - d = 36/(pow((player2[3]-parts[i].x), 2) + pow((player2[4]-parts[i].y), 2)+36) - 0.5; - parts[i].vx -= (player2[3]-parts[i].x)*d; - parts[i].vy -= (player2[4]-parts[i].y)*d; - player2[3] += (player2[3]-parts[i].x)*d; - player2[4] += (player2[4]-parts[i].y)*d; - - d = 36/(pow((player2[11]-parts[i].x), 2) + pow((player2[12]-parts[i].y), 2)+36) - 0.5; - parts[i].vx -= (player2[11]-parts[i].x)*d; - parts[i].vy -= (player2[12]-parts[i].y)*d; - player2[11] += (player2[11]-parts[i].x)*d; - player2[12] += (player2[12]-parts[i].y)*d; - - //Side collisions checking - for (rx = -3; rx <= 3; rx++) - { - r = pmap[(int)(player2[16]-2)][(int)(player2[15]+rx)]; - if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID))) - player2[15] -= rx; - - r = pmap[(int)(player2[8]-2)][(int)(player2[7]+rx)]; - if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID))) - player2[7] -= rx; - } - - //Collision checks - for (ry = -2-(int)parts[i].vy; ry<=0; ry++) - { - r = pmap[(int)(player2[8]+ry)][(int)(player2[7]+0.5)]; //This is to make coding more pleasant :-) - - //For left leg - if (r && (r&0xFF)!=PT_STKM2) - { - if ((r&0xFF)<PT_NUM && (ptypes[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG)) //Liquid checks - { - if (parts[i].y<(player2[8]-10)) - parts[i].vy = 1*dt; - else - parts[i].vy = 0; - if (abs(parts[i].vx)>1) - parts[i].vx *= 0.5*dt; - } - else - { - if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS) - { - player2[8] += ry-1; - parts[i].vy -= 0.5*parts[i].vy*dt; - } - } - player2[9] = player2[7]; - } - - r = pmap[(int)(player2[16]+ry)][(int)(player2[15]+0.5)]; - - //For right leg - if (r && (r&0xFF)!=PT_STKM2) - { - if ((r&0xFF)<PT_NUM && (ptypes[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG)) - { - if (parts[i].y<(player2[16]-10)) - parts[i].vy = 1*dt; - else - parts[i].vy = 0; - if (abs(parts[i].vx)>1) - parts[i].vx *= 0.5*dt; - } - else - { - if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS) - { - player2[16] += ry-1; - parts[i].vy -= 0.5*parts[i].vy*dt; - } - } - player2[17] = player2[15]; - } - - //If it falls too fast - if (parts[i].vy>=30) - { - parts[i].y -= (10+ry)*dt; - parts[i].vy = -10*dt; - } - - } - - //Keeping legs distance - if (pow((player2[7] - player2[15]), 2)<16 && pow((player2[8]-player2[16]), 2)<1) - { - player2[21] -= 0.2; - player2[25] += 0.2; - } - - if (pow((player2[3] - player2[11]), 2)<16 && pow((player2[4]-player2[12]), 2)<1) - { - player2[19] -= 0.2; - player2[23] += 0.2; - } - - //If legs touch something - r = pmap[(int)(player2[8]+0.5)][(int)(player2[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 (parts[r>>8].temp>=323 || parts[r>>8].temp<=243) //If hot or cold - { - parts[i].life -= 2; - player2[26] -= 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)(player2[16]+0.5)][(int)(player2[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>=323 || parts[r>>8].temp<=243) - { - parts[i].life -= 2; - player2[22] -= 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; - - isplayer2 = 1; - parts[i].ctype = player2[2]; + run_stickman(player2, UPDATE_FUNC_SUBCALL_ARGS); return 0; } |
