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authorCracker64 <cracker642@gmail.com>2010-12-18 07:14:53 (GMT)
committer Cracker64 <cracker642@gmail.com>2010-12-18 07:14:53 (GMT)
commit039a4e2f31daa4863c35670d682acbe0781b5654 (patch)
treeee899d8e437b0c34351bcb97ce507264f75c1f05 /src/powder.c
parent809676a1dcfb79ad9b2fa8043d553f9f7961680d (diff)
downloadpowder-039a4e2f31daa4863c35670d682acbe0781b5654.zip
powder-039a4e2f31daa4863c35670d682acbe0781b5654.tar.gz
Added second stickman for Lulz, it works great though, controlled by wasd. 's' was moved to ctrl-s and d is ctrl-d
Diffstat (limited to 'src/powder.c')
-rw-r--r--src/powder.c444
1 files changed, 440 insertions, 4 deletions
diff --git a/src/powder.c b/src/powder.c
index 4b888df..9d99c70 100644
--- a/src/powder.c
+++ b/src/powder.c
@@ -7,6 +7,7 @@
int isplayer = 0;
float player[27]; //[0] is a command cell, [3]-[18] are legs positions, [19] is index, [19]-[26] are accelerations
+float player2[27];
particle *parts;
particle *cb_parts;
@@ -83,6 +84,8 @@ static int eval_move(int pt, int nx, int ny, unsigned *rr)
if(pt==PT_STKM) //Stick man's head shouldn't collide
return 2;
+ if(pt==PT_STKM2) //Stick man's head shouldn't collide
+ return 2;
if((pt==PT_BIZR||pt==PT_BIZRG)&&(r&0xFF)==PT_FILT)
return 2;
if(bmap[ny/CELL][nx/CELL]==WL_ALLOWGAS && ptypes[pt].falldown!=0 && pt!=PT_FIRE && pt!=PT_SMKE)
@@ -498,7 +501,7 @@ inline int create_part(int p, int x, int y, int t)
{
parts[i].pavg[1] = pv[y/CELL][x/CELL];
}
- if(t!=PT_STKM)
+ if(t!=PT_STKM&&t!=PT_STKM2)
{
parts[i].x = (float)x;
parts[i].y = (float)y;
@@ -578,7 +581,7 @@ inline int create_part(int p, int x, int y, int t)
}
if(t==PT_BIZR||t==PT_BIZRG)
parts[i].ctype = 0x47FFFF;
- if(t!=PT_STKM)// && t!=PT_PHOT && t!=PT_NEUT) is this needed? it breaks floodfill
+ if(t!=PT_STKM&&t!=PT_STKM2)// && t!=PT_PHOT && t!=PT_NEUT) is this needed? it breaks floodfill
pmap[y][x] = t|(i<<8);
else if(t==PT_STKM)
{
@@ -618,6 +621,44 @@ inline int create_part(int p, int x, int y, int t)
isplayer = 1;
}
}
+ else if(t==PT_STKM2)
+ {
+ if(isplayer2==0)
+ {
+ parts[i].x = (float)x;
+ parts[i].y = (float)y;
+ parts[i].type = PT_STKM2;
+ parts[i].vx = 0;
+ parts[i].vy = 0;
+ parts[i].life = 100;
+ parts[i].ctype = 0;
+ parts[i].temp = ptypes[t].heat;
+
+
+
+ player2[3] = x-1; //Setting legs positions
+ player2[4] = y+6;
+ player2[5] = x-1;
+ player2[6] = y+6;
+
+ player2[7] = x-3;
+ player2[8] = y+12;
+ player2[9] = x-3;
+ player2[10] = y+12;
+
+ player2[11] = x+1;
+ player2[12] = y+6;
+ player2[13] = x+1;
+ player2[14] = y+6;
+
+ player2[15] = x+3;
+ player2[16] = y+12;
+ player2[17] = x+3;
+ player2[18] = y+12;
+
+ isplayer2 = 1;
+ }
+ }
return i;
}
@@ -1156,7 +1197,7 @@ void update_particles_i(pixel *vid, int start, int inc)
ly = parts[i].y;
t = parts[i].type;
- if(parts[i].life && t!=PT_ACID && t!=PT_COAL && t!=PT_WOOD && t!=PT_NBLE && t!=PT_SWCH && t!=PT_STKM && t!=PT_FUSE && t!=PT_FSEP && t!=PT_BCOL && t!=PT_GOL && t!=PT_SPNG && t!=PT_DEUT)
+ if(parts[i].life && t!=PT_ACID && t!=PT_COAL && t!=PT_WOOD && t!=PT_NBLE && t!=PT_SWCH && t!=PT_STKM && t!=PT_STKM2 && t!=PT_FUSE && t!=PT_FSEP && t!=PT_BCOL && t!=PT_GOL && t!=PT_SPNG && t!=PT_DEUT)
{
if(!(parts[i].life==10&&(parts[i].type==PT_LCRY||parts[i].type==PT_PCLN||parts[i].type==PT_HSWC||parts[i].type==PT_PUMP)))
parts[i].life--;
@@ -1202,7 +1243,7 @@ void update_particles_i(pixel *vid, int start, int inc)
(bmap[y/CELL][x/CELL]==WL_ALLOWSOLID && ptypes[t].falldown!=1) ||
(bmap[y/CELL][x/CELL]==WL_ALLOWGAS && ptypes[t].falldown!=0 && parts[i].type!=PT_FIRE && parts[i].type!=PT_SMKE && parts[i].type!=PT_HFLM) ||
(bmap[y/CELL][x/CELL]==WL_DETECT && (t==PT_METL || t==PT_SPRK)) ||
- (bmap[y/CELL][x/CELL]==WL_EWALL && !emap[y/CELL][x/CELL])) && (t!=PT_STKM)))
+ (bmap[y/CELL][x/CELL]==WL_EWALL && !emap[y/CELL][x/CELL])) && (t!=PT_STKM) && (t!=PT_STKM2)))
{
kill_part(i);
continue;
@@ -4050,6 +4091,397 @@ killed:
isplayer = 1;
}
+ if(t==PT_STKM2)
+ {
+ 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 == 1 || (pv[y/CELL][x/CELL]>=4.5f && player2[2] != SPC_AIR) ) //If his HP is less that 0 or there is very big wind...
+ {
+ death = 0;
+ 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
+ goto killed;
+ }
+
+ 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;
+ }
if(t==PT_CLNE)
{
if(!parts[i].ctype)
@@ -4063,6 +4495,7 @@ killed:
(pmap[y+ny][x+nx]&0xFF)!=PT_BCLN &&
(pmap[y+ny][x+nx]&0xFF)!=PT_PCLN &&
(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;
}
@@ -4084,6 +4517,7 @@ killed:
(pmap[y+ny][x+nx]&0xFF)!=PT_BCLN &&
(pmap[y+ny][x+nx]&0xFF)!=PT_PCLN &&
(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;
}
@@ -4107,6 +4541,7 @@ killed:
(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) {
@@ -4424,6 +4859,7 @@ void update_particles(pixel *vid)
#endif
isplayer = 0; //Needed for player spawning
+ isplayer2 = 0;
memset(pmap, 0, sizeof(pmap));
r = rand()%2;
NUM_PARTS = 0;