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authorSimon Robertshaw <simon@hardwired.org.uk>2011-07-26 16:46:15 (GMT)
committer Simon Robertshaw <simon@hardwired.org.uk>2011-07-26 16:46:15 (GMT)
commit899969cc8a3453040ea2f5578942ae2375a79f59 (patch)
tree1a50a013f80ab9c5da9b8e89bb207f1cbdbdae2e /src/elements
parent7338545ab43b1871cea0f91a15746e534d7a9e9b (diff)
parentdbd3272933de7769ed1efdd0492e1a5a872ed3bd (diff)
downloadpowder-899969cc8a3453040ea2f5578942ae2375a79f59.zip
powder-899969cc8a3453040ea2f5578942ae2375a79f59.tar.gz
Merge branch 'master' of github.com:FacialTurd/The-Powder-Toy
Diffstat (limited to 'src/elements')
-rw-r--r--src/elements/stkm.c316
-rw-r--r--src/elements/stkm2.c424
2 files changed, 160 insertions, 580 deletions
diff --git a/src/elements/stkm.c b/src/elements/stkm.c
index 47e24a2..f3b1c3c 100644
--- a/src/elements/stkm.c
+++ b/src/elements/stkm.c
@@ -1,23 +1,25 @@
#include <element.h>
int update_SPAWN(UPDATE_FUNC_ARGS) {
- ISSPAWN1 = 1;
- if (death)
- {
- playerspawn = create_part(-1,x,y,PT_STKM);
- isplayer = 1;
- death = 0;
- }
+ if (!player[27])
+ create_part(-1, x, y, PT_STKM);
+
+ return 0;
+}
+
+int update_STKM(UPDATE_FUNC_ARGS)
+{
+ run_stickman(player, UPDATE_FUNC_SUBCALL_ARGS);
return 0;
}
-int update_STKM(UPDATE_FUNC_ARGS) {
+int run_stickman(float* playerp, 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)
- player[2] = parts[i].ctype;
+ playerp[2] = parts[i].ctype;
//Tempirature handling
if (parts[i].temp<243)
@@ -25,20 +27,15 @@ int update_STKM(UPDATE_FUNC_ARGS) {
if ((parts[i].temp<309.6f) && (parts[i].temp>=243))
parts[i].temp += 1;
- if (isplayer) { //Already a stickman in the simulation
- death = 1;
- parts[i].type = PT_NONE;
- }
-
//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...
+ if (parts[i].life<1 || (pv[y/CELL][x/CELL]>=4.5f && playerp[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]);
+ create_part(-1, x+r, y-2, playerp[2]);
+ create_part(-1, x+r+1, y+2, playerp[2]);
+ create_part(-1, x-2, y+r+1, playerp[2]);
+ create_part(-1, x+2, y+r, playerp[2]);
}
kill_part(i); //Kill him
return 1;
@@ -47,146 +44,146 @@ int update_STKM(UPDATE_FUNC_ARGS) {
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;
+ pp = 2*playerp[3]-playerp[5]+playerp[19]*dt*dt;;
+ playerp[5] = playerp[3];
+ playerp[3] = pp;
+ pp = 2*playerp[4]-playerp[6]+playerp[20]*dt*dt;;
+ playerp[6] = playerp[4];
+ playerp[4] = pp;
+
+ pp = 2*playerp[7]-playerp[9]+playerp[21]*dt*dt;;
+ playerp[9] = playerp[7];
+ playerp[7] = pp;
+ pp = 2*playerp[8]-playerp[10]+(playerp[22]+1)*dt*dt;;
+ playerp[10] = playerp[8];
+ playerp[8] = pp;
+
+ pp = 2*playerp[11]-playerp[13]+playerp[23]*dt*dt;;
+ playerp[13] = playerp[11];
+ playerp[11] = pp;
+ pp = 2*playerp[12]-playerp[14]+playerp[24]*dt*dt;;
+ playerp[14] = playerp[12];
+ playerp[12] = pp;
+
+ pp = 2*playerp[15]-playerp[17]+playerp[25]*dt*dt;;
+ playerp[17] = playerp[15];
+ playerp[15] = pp;
+ pp = 2*playerp[16]-playerp[18]+(playerp[26]+1)*dt*dt;;
+ playerp[18] = playerp[16];
+ playerp[16] = pp;
//Setting acceleration to 0
- player[19] = 0;
- player[20] = 0;
+ playerp[19] = 0;
+ playerp[20] = 0;
- player[21] = 0;
- player[22] = 0;
+ playerp[21] = 0;
+ playerp[22] = 0;
- player[23] = 0;
- player[24] = 0;
+ playerp[23] = 0;
+ playerp[24] = 0;
- player[25] = 0;
- player[26] = 0;
+ playerp[25] = 0;
+ playerp[26] = 0;
//Go left
r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)];
- if (((int)(player[0])&0x01) == 0x01 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS))
+ if (((int)(playerp[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)(player[8]-1)][(int)(player[7])])
+ if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])])
{
- player[21] = -3;
- player[22] = -2;
- player[19] = -2;
+ playerp[21] = -3;
+ playerp[22] = -2;
+ playerp[19] = -2;
}
- if (pmap[(int)(player[16]-1)][(int)(player[15])])
+ if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])])
{
- player[25] = -3;
- player[26] = -2;
- player[23] = -2;
+ playerp[25] = -3;
+ playerp[26] = -2;
+ playerp[23] = -2;
}
}
else
{
- if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids
+ if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])]) //It should move another way in liquids
{
- player[21] = -1;
- player[22] = -1;
- player[19] = -1;
+ playerp[21] = -1;
+ playerp[22] = -1;
+ playerp[19] = -1;
}
- if (pmap[(int)(player[16]-1)][(int)(player[15])])
+ if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])])
{
- player[25] = -1;
- player[26] = -1;
- player[23] = -1;
+ playerp[25] = -1;
+ playerp[26] = -1;
+ playerp[23] = -1;
}
}
}
//Go right
r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)];
- if (((int)(player[0])&0x02) == 0x02 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS))
+ if (((int)(playerp[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)(player[8]-1)][(int)(player[7])])
+ if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])])
{
- player[21] = 3;
- player[22] = -2;
- player[19] = 2;
+ playerp[21] = 3;
+ playerp[22] = -2;
+ playerp[19] = 2;
}
- if (pmap[(int)(player[16]-1)][(int)(player[15])])
+ if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])])
{
- player[25] = 3;
- player[26] = -2;
- player[23] = 2;
+ playerp[25] = 3;
+ playerp[26] = -2;
+ playerp[23] = 2;
}
}
else
{
- if (pmap[(int)(player[8]-1)][(int)(player[7])])
+ if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])])
{
- player[21] = 1;
- player[22] = -1;
- player[19] = 1;
+ playerp[21] = 1;
+ playerp[22] = -1;
+ playerp[19] = 1;
}
- if (pmap[(int)(player[16]-1)][(int)(player[15])])
+ if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])])
{
- player[25] = 1;
- player[26] = -1;
- player[23] = 1;
+ playerp[25] = 1;
+ playerp[26] = -1;
+ playerp[23] = 1;
}
}
}
//Jump
- if (((int)(player[0])&0x04) == 0x04 && (
- (pmap[(int)(player[8]-0.5)][(int)(player[7])]&0xFF)>=PT_NUM ||
- ptypes[pmap[(int)(player[8]-0.5)][(int)(player[7])]&0xFF].state != ST_GAS ||
- (pmap[(int)(player[16]-0.5)][(int)(player[15])]&0xFF)>=PT_NUM ||
- ptypes[pmap[(int)(player[16]-0.5)][(int)(player[15])]&0xFF].state != ST_GAS))
+ if (((int)(playerp[0])&0x04) == 0x04 && (
+ (pmap[(int)(playerp[8]-0.5)][(int)(playerp[7])]&0xFF)>=PT_NUM ||
+ ptypes[pmap[(int)(playerp[8]-0.5)][(int)(playerp[7])]&0xFF].state != ST_GAS ||
+ (pmap[(int)(playerp[16]-0.5)][(int)(playerp[15])]&0xFF)>=PT_NUM ||
+ ptypes[pmap[(int)(playerp[16]-0.5)][(int)(playerp[15])]&0xFF].state != ST_GAS))
{
- if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])])
+ if (pmap[(int)(playerp[8]-0.5)][(int)(playerp[7])] || pmap[(int)(playerp[16]-0.5)][(int)(playerp[15])])
{
parts[i].vy = -5;
- player[22] -= 1;
- player[26] -= 1;
+ playerp[22] -= 1;
+ playerp[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);
+ if (bmap[(int)(playerp[8]+0.5)/CELL][(int)(playerp[7]+0.5)/CELL]==WL_DETECT)
+ set_emap((int)playerp[7]/CELL, (int)playerp[8]/CELL);
+ if (bmap[(int)(playerp[16]+0.5)/CELL][(int)(playerp[15]+0.5)/CELL]==WL_DETECT)
+ set_emap((int)(playerp[15]+0.5)/CELL, (int)(playerp[16]+0.5)/CELL);
//Searching for particles near head
for (rx=-2; rx<3; rx++)
@@ -202,7 +199,7 @@ int update_STKM(UPDATE_FUNC_ARGS) {
if (ptypes[r&0xFF].falldown!=0 || (r&0xFF) == PT_NEUT || (r&0xFF) == PT_PHOT)
{
- player[2] = r&0xFF; //Current element
+ playerp[2] = r&0xFF; //Current element
}
if ((r&0xFF) == PT_PLNT && parts[i].life<100) //Plant gives him 5 HP
{
@@ -220,15 +217,15 @@ int update_STKM(UPDATE_FUNC_ARGS) {
kill_part(r>>8);
}
if (bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_FAN)
- player[2] = SPC_AIR;
+ playerp[2] = SPC_AIR;
}
//Head position
- rx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01);
- ry = y - 3*(player[1] == 0);
+ rx = x + 3*((((int)playerp[1])&0x02) == 0x02) - 3*((((int)playerp[1])&0x01) == 0x01);
+ ry = y - 3*(playerp[1] == 0);
//Spawn
- if (((int)(player[0])&0x08) == 0x08)
+ if (((int)(playerp[0])&0x08) == 0x08)
{
ry -= 2*(rand()%2)+1;
r = pmap[ry][rx];
@@ -241,13 +238,13 @@ int update_STKM(UPDATE_FUNC_ARGS) {
else
{
int np = -1;
- if (player[2] == SPC_AIR)
- create_parts(rx + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01), ry, 4, 4, SPC_AIR);
+ if (playerp[2] == SPC_AIR)
+ create_parts(rx + 3*((((int)playerp[1])&0x02) == 0x02) - 3*((((int)playerp[1])&0x01) == 0x01), ry, 4, 4, SPC_AIR);
else
- np = create_part(-1, rx, ry, player[2]);
- if ( (np < NPART) && np>=0 && player[2] != PT_PHOT && player[2] != SPC_AIR)
- parts[np].vx = parts[np].vx + 5*((((int)player[1])&0x02) == 0x02) - 5*(((int)(player[1])&0x01) == 0x01);
- if ((np < NPART) && np>=0 && player[2] == PT_PHOT)
+ np = create_part(-1, rx, ry, playerp[2]);
+ if ( (np < NPART) && np>=0 && playerp[2] != PT_PHOT && playerp[2] != SPC_AIR)
+ parts[np].vx = parts[np].vx + 5*((((int)playerp[1])&0x02) == 0x02) - 5*(((int)(playerp[1])&0x01) == 0x01);
+ if ((np < NPART) && np>=0 && playerp[2] == PT_PHOT)
{
int random = abs(rand()%3-1)*3;
if (random==0)
@@ -257,8 +254,8 @@ int update_STKM(UPDATE_FUNC_ARGS) {
else
{
parts[np].vy = 0;
- if (((int)player[1])&(0x01|0x02))
- parts[np].vx = (((((int)player[1])&0x02) == 0x02) - (((int)(player[1])&0x01) == 0x01))*random;
+ if (((int)playerp[1])&(0x01|0x02))
+ parts[np].vx = (((((int)playerp[1])&0x02) == 0x02) - (((int)(playerp[1])&0x01) == 0x01))*random;
else
parts[np].vx = random;
}
@@ -269,53 +266,53 @@ int update_STKM(UPDATE_FUNC_ARGS) {
}
//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;
+ d = 25/(pow((playerp[3]-playerp[7]), 2) + pow((playerp[4]-playerp[8]), 2)+25) - 0.5; //Fast distance
+ playerp[7] -= (playerp[3]-playerp[7])*d;
+ playerp[8] -= (playerp[4]-playerp[8])*d;
+ playerp[3] += (playerp[3]-playerp[7])*d;
+ playerp[4] += (playerp[4]-playerp[8])*d;
+
+ d = 25/(pow((playerp[11]-playerp[15]), 2) + pow((playerp[12]-playerp[16]), 2)+25) - 0.5;
+ playerp[15] -= (playerp[11]-playerp[15])*d;
+ playerp[16] -= (playerp[12]-playerp[16])*d;
+ playerp[11] += (playerp[11]-playerp[15])*d;
+ playerp[12] += (playerp[12]-playerp[16])*d;
+
+ d = 36/(pow((playerp[3]-parts[i].x), 2) + pow((playerp[4]-parts[i].y), 2)+36) - 0.5;
+ parts[i].vx -= (playerp[3]-parts[i].x)*d;
+ parts[i].vy -= (playerp[4]-parts[i].y)*d;
+ playerp[3] += (playerp[3]-parts[i].x)*d;
+ playerp[4] += (playerp[4]-parts[i].y)*d;
+
+ d = 36/(pow((playerp[11]-parts[i].x), 2) + pow((playerp[12]-parts[i].y), 2)+36) - 0.5;
+ parts[i].vx -= (playerp[11]-parts[i].x)*d;
+ parts[i].vy -= (playerp[12]-parts[i].y)*d;
+ playerp[11] += (playerp[11]-parts[i].x)*d;
+ playerp[12] += (playerp[12]-parts[i].y)*d;
//Side collisions checking
for (rx = -3; rx <= 3; rx++)
{
- r = pmap[(int)(player[16]-2)][(int)(player[15]+rx)];
+ r = pmap[(int)(playerp[16]-2)][(int)(playerp[15]+rx)];
if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID)))
- player[15] -= rx;
+ playerp[15] -= rx;
- r = pmap[(int)(player[8]-2)][(int)(player[7]+rx)];
+ r = pmap[(int)(playerp[8]-2)][(int)(playerp[7]+rx)];
if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID)))
- player[7] -= rx;
+ playerp[7] -= rx;
}
//Collision checks
for (ry = -2-(int)parts[i].vy; ry<=0; ry++)
{
- r = pmap[(int)(player[8]+ry)][(int)(player[7]+0.5)]; //This is to make coding more pleasant :-)
+ r = pmap[(int)(playerp[8]+ry)][(int)(playerp[7]+0.5)]; //This is to make coding more pleasant :-)
//For left leg
if (r && (r&0xFF)!=PT_STKM)
{
if ((r&0xFF)<PT_NUM && (ptypes[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG)) //Liquid checks
{
- if (parts[i].y<(player[8]-10))
+ if (parts[i].y<(playerp[8]-10))
parts[i].vy = 1*dt;
else
parts[i].vy = 0;
@@ -326,21 +323,21 @@ int update_STKM(UPDATE_FUNC_ARGS) {
{
if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS)
{
- player[8] += ry-1;
+ playerp[8] += ry-1;
parts[i].vy -= 0.5*parts[i].vy*dt;
}
}
- player[9] = player[7];
+ playerp[9] = playerp[7];
}
- r = pmap[(int)(player[16]+ry)][(int)(player[15]+0.5)];
+ r = pmap[(int)(playerp[16]+ry)][(int)(playerp[15]+0.5)];
//For right leg
if (r && (r&0xFF)!=PT_STKM)
{
if ((r&0xFF)<PT_NUM && (ptypes[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG))
{
- if (parts[i].y<(player[16]-10))
+ if (parts[i].y<(playerp[16]-10))
parts[i].vy = 1*dt;
else
parts[i].vy = 0;
@@ -351,11 +348,11 @@ int update_STKM(UPDATE_FUNC_ARGS) {
{
if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS)
{
- player[16] += ry-1;
+ playerp[16] += ry-1;
parts[i].vy -= 0.5*parts[i].vy*dt;
}
}
- player[17] = player[15];
+ playerp[17] = playerp[15];
}
//If it falls too fast
@@ -368,20 +365,20 @@ int update_STKM(UPDATE_FUNC_ARGS) {
}
//Keeping legs distance
- if (pow((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1)
+ if (pow((playerp[7] - playerp[15]), 2)<16 && pow((playerp[8]-playerp[16]), 2)<1)
{
- player[21] -= 0.2;
- player[25] += 0.2;
+ playerp[21] -= 0.2;
+ playerp[25] += 0.2;
}
- if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1)
+ if (pow((playerp[3] - playerp[11]), 2)<16 && pow((playerp[4]-playerp[12]), 2)<1)
{
- player[19] -= 0.2;
- player[23] += 0.2;
+ playerp[19] -= 0.2;
+ playerp[23] += 0.2;
}
//If legs touch something
- r = pmap[(int)(player[8]+0.5)][(int)(player[7]+0.5)];
+ r = pmap[(int)(playerp[8]+0.5)][(int)(playerp[7]+0.5)];
if ((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge
{
parts[i].life -= (int)(rand()/1000)+38;
@@ -392,7 +389,7 @@ int update_STKM(UPDATE_FUNC_ARGS) {
if (parts[r>>8].temp>=323 || parts[r>>8].temp<=243) //If hot or cold
{
parts[i].life -= 2;
- player[26] -= 1;
+ playerp[26] -= 1;
}
}
@@ -402,7 +399,7 @@ int update_STKM(UPDATE_FUNC_ARGS) {
if ((r&0xFF)==PT_PLUT) //If on plut
parts[i].life -= 1;
- r = pmap[(int)(player[16]+0.5)][(int)(player[15]+0.5)];
+ r = pmap[(int)(playerp[16]+0.5)][(int)(playerp[15]+0.5)];
if ((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge
{
parts[i].life -= (int)(rand()/1000)+38;
@@ -413,7 +410,7 @@ int update_STKM(UPDATE_FUNC_ARGS) {
if (parts[r>>8].temp>=323 || parts[r>>8].temp<=243)
{
parts[i].life -= 2;
- player[22] -= 1;
+ playerp[22] -= 1;
}
}
@@ -423,7 +420,6 @@ int update_STKM(UPDATE_FUNC_ARGS) {
if ((r&0xFF)==PT_PLUT) //If on plut
parts[i].life -= 1;
- isplayer = 1;
- parts[i].ctype = player[2];
+ parts[i].ctype = playerp[2];
return 0;
}
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;
}