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| author | jacksonmj <jacksonmj@jacksonmj.none> | 2011-01-07 14:13:13 (GMT) |
|---|---|---|
| committer | jacksonmj <jacksonmj@jacksonmj.none> | 2011-01-07 14:14:35 (GMT) |
| commit | 1ab4d328a64c096aecc618dd4d15359cb620bd51 (patch) | |
| tree | 827a7d7882526fe8e6b76986e340100542c04d77 /src/elements | |
| parent | ed8c0031f4899ea4d1bf0b1ad15620bef735dbae (diff) | |
| download | powder-1ab4d328a64c096aecc618dd4d15359cb620bd51.zip powder-1ab4d328a64c096aecc618dd4d15359cb620bd51.tar.gz | |
Start function pointers
Diffstat (limited to 'src/elements')
| -rw-r--r-- | src/elements/none.c | 5 | ||||
| -rw-r--r-- | src/elements/pcln.c | 42 | ||||
| -rw-r--r-- | src/elements/phot.c | 7 | ||||
| -rw-r--r-- | src/elements/pste.c | 7 | ||||
| -rw-r--r-- | src/elements/stkm.c | 403 | ||||
| -rw-r--r-- | src/elements/stkm2.c | 404 |
6 files changed, 868 insertions, 0 deletions
diff --git a/src/elements/none.c b/src/elements/none.c new file mode 100644 index 0000000..fc9f9a9 --- /dev/null +++ b/src/elements/none.c @@ -0,0 +1,5 @@ +#include <powder.h> + +int update_(UPDATE_FUNC_ARGS) { + +} diff --git a/src/elements/pcln.c b/src/elements/pcln.c new file mode 100644 index 0000000..38af102 --- /dev/null +++ b/src/elements/pcln.c @@ -0,0 +1,42 @@ +#include <powder.h> + +int update_PCLN(UPDATE_FUNC_ARGS) { + if (!parts[i].ctype) + for (nx=-1; nx<2; nx++) + for (ny=-1; ny<2; ny++) + if (x+nx>=0 && y+ny>0 && + x+nx<XRES && y+ny<YRES && + pmap[y+ny][x+nx] && + (pmap[y+ny][x+nx]&0xFF)!=PT_CLNE && + (pmap[y+ny][x+nx]&0xFF)!=PT_PCLN && + (pmap[y+ny][x+nx]&0xFF)!=PT_BCLN && + (pmap[y+ny][x+nx]&0xFF)!=PT_SPRK && + (pmap[y+ny][x+nx]&0xFF)!=PT_NSCN && + (pmap[y+ny][x+nx]&0xFF)!=PT_PSCN && + (pmap[y+ny][x+nx]&0xFF)!=PT_STKM && + (pmap[y+ny][x+nx]&0xFF)!=PT_STKM2 && + (pmap[y+ny][x+nx]&0xFF)!=0xFF) + parts[i].ctype = pmap[y+ny][x+nx]&0xFF; + if (parts[i].ctype && parts[i].life==10) { + if (parts[i].ctype==PT_PHOT) { + for (nx=-1; nx<2; nx++) { + for (ny=-1; ny<2; ny++) { + int r = create_part(-1, x+nx, y+ny, parts[i].ctype); + if (r!=-1) { + parts[r].vx = nx*3; + parts[r].vy = ny*3; + } + } + } + } + else if (ptypes[parts[i].ctype].properties&PROP_LIFE) { + for (nx=-1; nx<2; nx++) { + for (ny=-1; ny<2; ny++) { + create_part(-1, x+nx, y+ny, parts[i].ctype); + } + } + } else { + create_part(-1, x+rand()%3-1, y+rand()%3-1, parts[i].ctype); + } + } +} diff --git a/src/elements/phot.c b/src/elements/phot.c new file mode 100644 index 0000000..cebff96 --- /dev/null +++ b/src/elements/phot.c @@ -0,0 +1,7 @@ +#include <powder.h> + +int update_PHOT(UPDATE_FUNC_ARGS) { + // TODO + + return 0; +} diff --git a/src/elements/pste.c b/src/elements/pste.c new file mode 100644 index 0000000..89f965c --- /dev/null +++ b/src/elements/pste.c @@ -0,0 +1,7 @@ +#include <powder.h> + +int update_PSTE(UPDATE_FUNC_ARGS) { + if (parts[i].temp>747.0f) + parts[i].type = PT_BRCK; + return 0; +} diff --git a/src/elements/stkm.c b/src/elements/stkm.c new file mode 100644 index 0000000..0402d93 --- /dev/null +++ b/src/elements/stkm.c @@ -0,0 +1,403 @@ +#include <powder.h> + +int update_SPAWN(UPDATE_FUNC_ARGS) { + if (death) + { + playerspawn = create_part(-1,x,y,PT_STKM); + isplayer = 1; + death = 0; + } + return 0; +} + +int update_STKM(UPDATE_FUNC_ARGS) { + int r; + float pp, d; + float dt = 0.9;///(FPSB*FPSB); //Delta time in square + //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; + + //Death + if (parts[i].life<1 || death || (pv[y/CELL][x/CELL]>=4.5f && player[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, 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 + return 1; + } + + parts[i].vy += -0.7*dt; //Head up! + + //Verlet integration + pp = 2*player[3]-player[5]+player[19]*dt*dt;; + player[5] = player[3]; + player[3] = pp; + pp = 2*player[4]-player[6]+player[20]*dt*dt;; + player[6] = player[4]; + player[4] = pp; + + pp = 2*player[7]-player[9]+player[21]*dt*dt;; + player[9] = player[7]; + player[7] = pp; + pp = 2*player[8]-player[10]+(player[22]+1)*dt*dt;; + player[10] = player[8]; + player[8] = pp; + + pp = 2*player[11]-player[13]+player[23]*dt*dt;; + player[13] = player[11]; + player[11] = pp; + pp = 2*player[12]-player[14]+player[24]*dt*dt;; + player[14] = player[12]; + player[12] = pp; + + pp = 2*player[15]-player[17]+player[25]*dt*dt;; + player[17] = player[15]; + player[15] = pp; + pp = 2*player[16]-player[18]+(player[26]+1)*dt*dt;; + player[18] = player[16]; + player[16] = pp; + + //Setting acceleration to 0 + player[19] = 0; + player[20] = 0; + + player[21] = 0; + player[22] = 0; + + player[23] = 0; + player[24] = 0; + + player[25] = 0; + player[26] = 0; + + //Go left + if (((int)(player[0])&0x01) == 0x01 && pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_GAS) + { + 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[21] = -3; + player[22] = -2; + player[19] = -2; + } + + if (pmap[(int)(player[16]-1)][(int)(player[15])]) + { + player[25] = -3; + player[26] = -2; + player[23] = -2; + } + } + else + { + if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids + { + player[21] = -1; + player[22] = -1; + player[19] = -1; + } + + if (pmap[(int)(player[16]-1)][(int)(player[15])]) + { + player[25] = -1; + player[26] = -1; + player[23] = -1; + } + } + } + + //Go right + if (((int)(player[0])&0x02) == 0x02 && pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_GAS) + { + 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[21] = 3; + player[22] = -2; + player[19] = 2; + } + + if (pmap[(int)(player[16]-1)][(int)(player[15])]) + { + player[25] = 3; + player[26] = -2; + player[23] = 2; + } + } + else + { + if (pmap[(int)(player[8]-1)][(int)(player[7])]) + { + player[21] = 1; + player[22] = -1; + player[19] = 1; + } + + if (pmap[(int)(player[16]-1)][(int)(player[15])]) + { + player[25] = 1; + player[26] = -1; + player[23] = 1; + } + + } + } + + //Jump + if (((int)(player[0])&0x04) == 0x04 && (pstates[pmap[(int)(player[8]-0.5)][(int)(player[7])]&0xFF].state != ST_GAS || pstates[pmap[(int)(player[16]-0.5)][(int)(player[15])]&0xFF].state != ST_GAS)) + { + if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])]) + { + parts[i].vy = -5; + player[22] -= 1; + player[26] -= 1; + } + } + + //Charge detector wall if foot inside + if (bmap[(int)(player[8]+0.5)/CELL][(int)(player[7]+0.5)/CELL]==WL_DETECT) + set_emap((int)player[7]/CELL, (int)player[8]/CELL); + if (bmap[(int)(player[16]+0.5)/CELL][(int)(player[15]+0.5)/CELL]==WL_DETECT) + 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 (ptypes[pmap[ny+y][nx+x]&0xFF].falldown!=0 || (pmap[ny+y][nx+x]&0xFF) == PT_NEUT || (pmap[ny+y][nx+x]&0xFF) == PT_PHOT) + { + 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); + } + if (bmap[(ny+y)/CELL][(nx+x)/CELL]==WL_FAN) + player[2] = SPC_AIR; + } + + //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 + { + if (player[2] == SPC_AIR) + create_parts(nx + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01), ny, 4, 4, SPC_AIR); + else + create_part(-1, nx, ny, player[2]); + + r = pmap[ny][nx]; + if ( ((r>>8) < NPART) && (r>>8)>=0 && player[2] != PT_PHOT && player[2] != SPC_AIR) + 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; + } + } + + } + } + } + + //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++) + { + r = pmap[(int)(player[16]-2)][(int)(player[15]+nx)]; + if (r && pstates[r&0xFF].state != ST_GAS && pstates[r&0xFF].state != ST_LIQUID) + player[15] -= nx; + + r = pmap[(int)(player[8]-2)][(int)(player[7]+nx)]; + if (r && pstates[r&0xFF].state != ST_GAS && pstates[r&0xFF].state != ST_LIQUID) + 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 || (r&0xFF) == PT_LNTG) //Liquid checks //Liquid checks + { + if (parts[i].y<(player[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 (pstates[r&0xFF].state != ST_GAS) + { + player[8] += ny-1; + parts[i].vy -= 0.5*parts[i].vy*dt; + } + } + 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 || (r&0xFF) == PT_LNTG) + { + if (parts[i].y<(player[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 (pstates[r&0xFF].state != ST_GAS) + { + player[16] += ny-1; + parts[i].vy -= 0.5*parts[i].vy*dt; + } + } + player[17] = player[15]; + } + + //If it falls too fast + if (parts[i].vy>=30) + { + parts[i].y -= (10+ny)*dt; + parts[i].vy = -10*dt; + } + + } + + //Keeping legs distance + if (pow((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1) + { + player[21] -= 0.2; + player[25] += 0.2; + } + + if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1) + { + player[19] -= 0.2; + player[23] += 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>=323 || parts[r>>8].temp<=243) + { + parts[i].life -= 2; + player[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)(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>=323 || parts[r>>8].temp<=243) + { + parts[i].life -= 2; + player[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; + + isplayer = 1; +} diff --git a/src/elements/stkm2.c b/src/elements/stkm2.c new file mode 100644 index 0000000..89cec10 --- /dev/null +++ b/src/elements/stkm2.c @@ -0,0 +1,404 @@ +#include <powder.h> + +int update_SPAWN2(UPDATE_FUNC_ARGS) { + if (death2) + { + player2spawn = create_part(-1,x,y,PT_STKM2); + isplayer2 = 1; + death2 = 0; + } + return 0; +} + +int update_STKM2(UPDATE_FUNC_ARGS) { + int r; + float pp, d; + float dt = 0.9;///(FPSB*FPSB); //Delta time in square + //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; + + //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 + if (((int)(player2[0])&0x01) == 0x01 && pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_GAS) + { + 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)(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 + if (((int)(player2[0])&0x02) == 0x02 && pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_GAS) + { + 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)(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 && (pstates[pmap[(int)(player2[8]-0.5)][(int)(player2[7])]&0xFF].state != ST_GAS || pstates[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 (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 (ptypes[pmap[ny+y][nx+x]&0xFF].falldown!=0 || (pmap[ny+y][nx+x]&0xFF) == PT_NEUT || (pmap[ny+y][nx+x]&0xFF) == PT_PHOT) + { + player2[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); + } + if (bmap[(ny+y)/CELL][(nx+x)/CELL]==WL_FAN) + player2[2] = SPC_AIR; + } + + //Head position + nx = x + 3*((((int)player2[1])&0x02) == 0x02) - 3*((((int)player2[1])&0x01) == 0x01); + ny = y - 3*(player2[1] == 0); + + //Spawn + if (((int)(player2[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 + { + if (player2[2] == SPC_AIR) + create_parts(nx + 3*((((int)player2[1])&0x02) == 0x02) - 3*((((int)player2[1])&0x01) == 0x01), ny, 4, 4, SPC_AIR); + else + create_part(-1, nx, ny, player2[2]); + + r = pmap[ny][nx]; + if ( ((r>>8) < NPART) && (r>>8)>=0 && player2[2] != PT_PHOT && player2[2] != SPC_AIR) + parts[r>>8].vx = parts[r>>8].vx + 5*((((int)player2[1])&0x02) == 0x02) - 5*(((int)(player2[1])&0x01) == 0x01); + if (((r>>8) < NPART) && (r>>8)>=0 && player2[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)player2[1])&0x02) == 0x02) - (((int)(player2[1])&0x01) == 0x01))*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 (nx = -3; nx <= 3; nx++) + { + r = pmap[(int)(player2[16]-2)][(int)(player2[15]+nx)]; + if (r && pstates[r&0xFF].state != ST_GAS && pstates[r&0xFF].state != ST_LIQUID) + player2[15] -= nx; + + r = pmap[(int)(player2[8]-2)][(int)(player2[7]+nx)]; + if (r && pstates[r&0xFF].state != ST_GAS && pstates[r&0xFF].state != ST_LIQUID) + player2[7] -= nx; + } + + //Collision checks + for (ny = -2-(int)parts[i].vy; ny<=0; ny++) + { + r = pmap[(int)(player2[8]+ny)][(int)(player2[7]+0.5)]; //This is to make coding more pleasant :-) + + //For left leg + if (r && (r&0xFF)!=PT_STKM2) + { + if (pstates[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG) //Liquid checks //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 (pstates[r&0xFF].state != ST_GAS) + { + player2[8] += ny-1; + parts[i].vy -= 0.5*parts[i].vy*dt; + } + } + player2[9] = player2[7]; + } + + r = pmap[(int)(player2[16]+ny)][(int)(player2[15]+0.5)]; + + //For right leg + if (r && (r&0xFF)!=PT_STKM2) + { + if (pstates[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 (pstates[r&0xFF].state != ST_GAS) + { + player2[16] += ny-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+ny)*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 hot or cold + { + if (parts[r>>8].temp>=323 || parts[r>>8].temp<=243) + { + 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; + return 0; +} |
