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authorSimon Robertshaw <simon@hardwired.org.uk>2012-05-07 16:59:50 (GMT)
committer Simon Robertshaw <simon@hardwired.org.uk>2012-05-07 16:59:50 (GMT)
commit51b17badf4c72270bb762ea795d05d51c8b355e3 (patch)
treeb66671e0496b68114c6e91eedb58bf783d5343c0 /src/simulation/elements/STKM.cpp
parentfb111f42d00dd8a2041bae970c0913e096ac5101 (diff)
downloadpowder-51b17badf4c72270bb762ea795d05d51c8b355e3.zip
powder-51b17badf4c72270bb762ea795d05d51c8b355e3.tar.gz
A bit of refactoring (elements)
Diffstat (limited to 'src/simulation/elements/STKM.cpp')
-rw-r--r--src/simulation/elements/STKM.cpp543
1 files changed, 543 insertions, 0 deletions
diff --git a/src/simulation/elements/STKM.cpp b/src/simulation/elements/STKM.cpp
new file mode 100644
index 0000000..e554892
--- /dev/null
+++ b/src/simulation/elements/STKM.cpp
@@ -0,0 +1,543 @@
+#include "simulation/Elements.h"
+//#TPT-Directive ElementClass Element_STKM PT_STKM 55
+Element_STKM::Element_STKM()
+{
+ Identifier = "DEFAULT_PT_STKM";
+ Name = "STKM";
+ Colour = PIXPACK(0x000000);
+ MenuVisible = 1;
+ MenuSection = SC_SPECIAL;
+ Enabled = 1;
+
+ Advection = 0.5f;
+ AirDrag = 0.00f * CFDS;
+ AirLoss = 0.2f;
+ Loss = 1.0f;
+ Collision = 0.0f;
+ Gravity = 0.0f;
+ Diffusion = 0.0f;
+ HotAir = 0.00f * CFDS;
+ Falldown = 0;
+
+ Flammable = 0;
+ Explosive = 0;
+ Meltable = 0;
+ Hardness = 0;
+
+ Weight = 50;
+
+ Temperature = R_TEMP+14.6f+273.15f;
+ HeatConduct = 0;
+ Description = "Stickman. Don't kill him!";
+
+ State = ST_NONE;
+ Properties = 0;
+
+ LowPressure = IPL;
+ LowPressureTransition = NT;
+ HighPressure = IPH;
+ HighPressureTransition = NT;
+ LowTemperature = ITL;
+ LowTemperatureTransition = NT;
+ HighTemperature = 620.0f;
+ HighTemperatureTransition = PT_FIRE;
+
+ Update = &Element_STKM::update;
+ Graphics = &Element_STKM::graphics;
+}
+
+//#TPT-Directive ElementHeader Element_STKM static int update(UPDATE_FUNC_ARGS)
+int Element_STKM::update(UPDATE_FUNC_ARGS)
+
+{
+ run_stickman(&sim->player, UPDATE_FUNC_SUBCALL_ARGS);
+ return 0;
+}
+
+
+
+//#TPT-Directive ElementHeader Element_STKM static int graphics(GRAPHICS_FUNC_ARGS)
+int Element_STKM::graphics(GRAPHICS_FUNC_ARGS)
+
+{
+ /**pixel_mode = PSPEC_STICKMAN;
+ if ((int)sim->player.elem<PT_NUM)
+ {
+ *colr = PIXR(elements[sim->player.elem].pcolors);
+ *colg = PIXG(elements[sim->player.elem].pcolors);
+ *colb = PIXB(elements[sim->player.elem].pcolors);
+ }
+ else*/
+ {
+ *colr = *colg = *colb = 255;
+ }
+ return 1;
+}
+
+//#TPT-Directive ElementHeader Element_STKM static int run_stickman(playerst* playerp, UPDATE_FUNC_ARGS)
+int Element_STKM::run_stickman(playerst* playerp, UPDATE_FUNC_ARGS) {
+ int r, rx, ry;
+ float pp, d;
+ float dt = 0.9;///(FPSB*FPSB); //Delta time in square
+ float gvx, gvy;
+ float gx, gy, dl, dr;
+
+ if ((parts[i].ctype>0 && parts[i].ctype<PT_NUM && sim->elements[parts[i].ctype].Falldown>0) || parts[i].ctype==SPC_AIR || parts[i].ctype == PT_NEUT || parts[i].ctype == PT_PHOT || parts[i].ctype == PT_LIGH)
+ playerp->elem = parts[i].ctype;
+ playerp->frames++;
+
+ //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 || (sim->pv[y/CELL][x/CELL]>=4.5f && playerp->elem != SPC_AIR) ) //If his HP is less that 0 or there is very big wind...
+ {
+ for (r=-2; r<=1; r++)
+ {
+ sim->create_part(-1, x+r, y-2, playerp->elem);
+ sim->create_part(-1, x+r+1, y+2, playerp->elem);
+ sim->create_part(-1, x-2, y+r+1, playerp->elem);
+ sim->create_part(-1, x+2, y+r, playerp->elem);
+ }
+ sim->kill_part(i); //Kill him
+ return 1;
+ }
+
+ //Follow gravity
+ gvx = gvy = 0.0f;
+ switch (sim->gravityMode)
+ {
+ default:
+ case 0:
+ gvy = 1;
+ break;
+ case 1:
+ gvy = gvx = 0.0f;
+ break;
+ case 2:
+ {
+ float gravd;
+ gravd = 0.01f - hypotf((parts[i].x - XCNTR), (parts[i].y - YCNTR));
+ gvx = ((float)(parts[i].x - XCNTR) / gravd);
+ gvy = ((float)(parts[i].y - YCNTR) / gravd);
+ }
+ break;
+ }
+
+ gvx += sim->gravx[((int)parts[i].y/CELL)*(XRES/CELL)+((int)parts[i].x/CELL)];
+ gvy += sim->gravy[((int)parts[i].y/CELL)*(XRES/CELL)+((int)parts[i].x/CELL)];
+
+ parts[i].vx -= gvx*dt; //Head up!
+ parts[i].vy -= gvy*dt;
+
+ //Verlet integration
+ pp = 2*playerp->legs[0]-playerp->legs[2]+playerp->accs[0]*dt*dt;
+ playerp->legs[2] = playerp->legs[0];
+ playerp->legs[0] = pp;
+ pp = 2*playerp->legs[1]-playerp->legs[3]+playerp->accs[1]*dt*dt;
+ playerp->legs[3] = playerp->legs[1];
+ playerp->legs[1] = pp;
+
+ pp = 2*playerp->legs[4]-playerp->legs[6]+(playerp->accs[2]+gvx)*dt*dt;
+ playerp->legs[6] = playerp->legs[4];
+ playerp->legs[4] = pp;
+ pp = 2*playerp->legs[5]-playerp->legs[7]+(playerp->accs[3]+gvy)*dt*dt;
+ playerp->legs[7] = playerp->legs[5];
+ playerp->legs[5] = pp;
+
+ pp = 2*playerp->legs[8]-playerp->legs[10]+playerp->accs[4]*dt*dt;
+ playerp->legs[10] = playerp->legs[8];
+ playerp->legs[8] = pp;
+ pp = 2*playerp->legs[9]-playerp->legs[11]+playerp->accs[5]*dt*dt;
+ playerp->legs[11] = playerp->legs[9];
+ playerp->legs[9] = pp;
+
+ pp = 2*playerp->legs[12]-playerp->legs[14]+(playerp->accs[6]+gvx)*dt*dt;
+ playerp->legs[14] = playerp->legs[12];
+ playerp->legs[12] = pp;
+ pp = 2*playerp->legs[13]-playerp->legs[15]+(playerp->accs[7]+gvy)*dt*dt;
+ playerp->legs[15] = playerp->legs[13];
+ playerp->legs[13] = pp;
+
+ //Setting accseleration to 0
+ playerp->accs[0] = 0;
+ playerp->accs[1] = 0;
+
+ playerp->accs[2] = 0;
+ playerp->accs[3] = 0;
+
+ playerp->accs[4] = 0;
+ playerp->accs[5] = 0;
+
+ playerp->accs[6] = 0;
+ playerp->accs[7] = 0;
+
+ gx = (playerp->legs[4] + playerp->legs[12])/2 - gvy;
+ gy = (playerp->legs[5] + playerp->legs[13])/2 + gvx;
+ dl = pow(gx - playerp->legs[4], 2) + pow(gy - playerp->legs[5], 2);
+ dr = pow(gx - playerp->legs[12], 2) + pow(gy - playerp->legs[13], 2);
+
+ //Go left
+ if (((int)(playerp->comm)&0x01) == 0x01)
+ {
+ if (dl>dr)
+ {
+ if (!sim->eval_move(PT_DUST, playerp->legs[4], playerp->legs[5], NULL))
+ {
+ playerp->accs[2] = -3*gvy-3*gvx;
+ playerp->accs[3] = 3*gvx-3*gvy;
+ playerp->accs[0] = -gvy;
+ playerp->accs[1] = gvx;
+ }
+ }
+ else
+ {
+ if (!sim->eval_move(PT_DUST, playerp->legs[12], playerp->legs[13], NULL))
+ {
+ playerp->accs[6] = -3*gvy-3*gvx;
+ playerp->accs[7] = 3*gvx-3*gvy;
+ playerp->accs[0] = -gvy;
+ playerp->accs[1] = gvx;
+ }
+ }
+ }
+
+ //Go right
+ if (((int)(playerp->comm)&0x02) == 0x02)
+ {
+ if (dl<dr)
+ {
+ if (!sim->eval_move(PT_DUST, playerp->legs[4], playerp->legs[5], NULL))
+ {
+ playerp->accs[2] = 3*gvy-3*gvx;
+ playerp->accs[3] = -3*gvx-3*gvy;
+ playerp->accs[0] = gvy;
+ playerp->accs[1] = -gvx;
+ }
+ }
+ else
+ {
+ if (!sim->eval_move(PT_DUST, playerp->legs[12], playerp->legs[13], NULL))
+ {
+ playerp->accs[6] = 3*gvy-3*gvx;
+ playerp->accs[7] = -3*gvx-3*gvy;
+ playerp->accs[0] = gvy;
+ playerp->accs[1] = -gvx;
+ }
+ }
+ }
+
+ //Jump
+ if (((int)(playerp->comm)&0x04) == 0x04 &&
+ (!sim->eval_move(PT_DUST, playerp->legs[4], playerp->legs[5], NULL) || !sim->eval_move(PT_DUST, playerp->legs[12], playerp->legs[13], NULL)))
+ {
+ parts[i].vy -= 4*gvy;
+ playerp->accs[3] -= gvy;
+ playerp->accs[7] -= gvy;
+ }
+
+ //Charge detector wall if foot inside
+ if (sim->bmap[(int)(playerp->legs[5]+0.5)/CELL][(int)(playerp->legs[4]+0.5)/CELL]==WL_DETECT)
+ sim->set_emap((int)playerp->legs[4]/CELL, (int)playerp->legs[5]/CELL);
+ if (sim->bmap[(int)(playerp->legs[13]+0.5)/CELL][(int)(playerp->legs[12]+0.5)/CELL]==WL_DETECT)
+ sim->set_emap((int)(playerp->legs[12]+0.5)/CELL, (int)(playerp->legs[13]+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 = sim->photons[y+ry][x+rx];
+
+ if (!r && !sim->bmap[(y+ry)/CELL][(x+rx)/CELL])
+ continue;
+
+ if (sim->elements[r&0xFF].Falldown!=0 || sim->elements[r&0xFF].State == ST_GAS || (r&0xFF) == PT_NEUT || (r&0xFF) == PT_PHOT)
+ {
+ playerp->elem = r&0xFF; //Current element
+ }
+ if ((r&0xFF)==PT_TESC || (r&0xFF)==PT_LIGH)
+ playerp->elem = PT_LIGH;
+ 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;
+ sim->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;
+ sim->kill_part(r>>8);
+ }
+ if (sim->bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_FAN)
+ playerp->elem = SPC_AIR;
+ if ((r&0xFF)==PT_PRTI)
+ Element_STKM::STKM_interact(sim, playerp, i, rx, ry);
+ if (!parts[i].type)//STKM_interact may kill STKM
+ return 1;
+ }
+
+ //Head position
+ rx = x + 3*((((int)playerp->pcomm)&0x02) == 0x02) - 3*((((int)playerp->pcomm)&0x01) == 0x01);
+ ry = y - 3*(playerp->pcomm == 0);
+
+ //Spawn
+ if (((int)(playerp->comm)&0x08) == 0x08)
+ {
+ ry -= 2*(rand()%2)+1;
+ r = pmap[ry][rx];
+ if (sim->elements[r&0xFF].State == ST_SOLID)
+ {
+ sim->create_part(-1, rx, ry, PT_SPRK);
+ playerp->frames = 0;
+ }
+ else
+ {
+ int np = -1;
+ if (playerp->elem == SPC_AIR)
+ sim->create_parts(rx + 3*((((int)playerp->pcomm)&0x02) == 0x02) - 3*((((int)playerp->pcomm)&0x01) == 0x01), ry, 4, 4, SPC_AIR, 0);
+ else if (playerp->elem==PT_LIGH && playerp->frames<30)//limit lightning creation rate
+ np = -1;
+ else
+ np = sim->create_part(-1, rx, ry, playerp->elem);
+ if ( (np < NPART) && np>=0)
+ {
+ if (playerp->elem == PT_PHOT)
+ {
+ int random = abs(rand()%3-1)*3;
+ if (random==0)
+ {
+ sim->kill_part(np);
+ }
+ else
+ {
+ parts[np].vy = 0;
+ if (((int)playerp->pcomm)&(0x01|0x02))
+ parts[np].vx = (((((int)playerp->pcomm)&0x02) == 0x02) - (((int)(playerp->pcomm)&0x01) == 0x01))*random;
+ else
+ parts[np].vx = random;
+ }
+ }
+ else if (playerp->elem == PT_LIGH)
+ {
+ float angle;
+ int power = 100;
+ if (gvx!=0 || gvy!=0)
+ angle = atan2(gvx, gvy)*180.0f/M_PI;
+ else
+ angle = rand()%360;
+ if (((int)playerp->comm)&0x01)
+ angle += 180;
+ if (angle>360)
+ angle-=360;
+ if (angle<0)
+ angle+=360;
+ parts[np].tmp = angle;
+ parts[np].life=rand()%(2+power/15)+power/7;
+ parts[np].temp=parts[np].life*power/2.5;
+ parts[np].tmp2=1;
+ }
+ else if (playerp->elem != SPC_AIR)
+ {
+ parts[np].vx -= -gvy*(5*((((int)playerp->pcomm)&0x02) == 0x02) - 5*(((int)(playerp->pcomm)&0x01) == 0x01));
+ parts[np].vy -= gvx*(5*((((int)playerp->pcomm)&0x02) == 0x02) - 5*(((int)(playerp->pcomm)&0x01) == 0x01));
+ parts[i].vx -= (sim->elements[(int)playerp->elem].Weight*parts[np].vx)/1000;
+ }
+ playerp->frames = 0;
+ }
+
+ }
+ }
+
+ //Simulation of joints
+ d = 25/(pow((playerp->legs[0]-playerp->legs[4]), 2) + pow((playerp->legs[1]-playerp->legs[5]), 2)+25) - 0.5; //Fast distance
+ playerp->legs[4] -= (playerp->legs[0]-playerp->legs[4])*d;
+ playerp->legs[5] -= (playerp->legs[1]-playerp->legs[5])*d;
+ playerp->legs[0] += (playerp->legs[0]-playerp->legs[4])*d;
+ playerp->legs[1] += (playerp->legs[1]-playerp->legs[5])*d;
+
+ d = 25/(pow((playerp->legs[8]-playerp->legs[12]), 2) + pow((playerp->legs[9]-playerp->legs[13]), 2)+25) - 0.5;
+ playerp->legs[12] -= (playerp->legs[8]-playerp->legs[12])*d;
+ playerp->legs[13] -= (playerp->legs[9]-playerp->legs[13])*d;
+ playerp->legs[8] += (playerp->legs[8]-playerp->legs[12])*d;
+ playerp->legs[9] += (playerp->legs[9]-playerp->legs[13])*d;
+
+ d = 36/(pow((playerp->legs[0]-parts[i].x), 2) + pow((playerp->legs[1]-parts[i].y), 2)+36) - 0.5;
+ parts[i].vx -= (playerp->legs[0]-parts[i].x)*d;
+ parts[i].vy -= (playerp->legs[1]-parts[i].y)*d;
+ playerp->legs[0] += (playerp->legs[0]-parts[i].x)*d;
+ playerp->legs[1] += (playerp->legs[1]-parts[i].y)*d;
+
+ d = 36/(pow((playerp->legs[8]-parts[i].x), 2) + pow((playerp->legs[9]-parts[i].y), 2)+36) - 0.5;
+ parts[i].vx -= (playerp->legs[8]-parts[i].x)*d;
+ parts[i].vy -= (playerp->legs[9]-parts[i].y)*d;
+ playerp->legs[8] += (playerp->legs[8]-parts[i].x)*d;
+ playerp->legs[9] += (playerp->legs[9]-parts[i].y)*d;
+
+ if (!sim->eval_move(PT_DUST, playerp->legs[4], playerp->legs[5], NULL))
+ {
+ playerp->legs[4] = playerp->legs[6];
+ playerp->legs[5] = playerp->legs[7];
+ }
+
+ if (!sim->eval_move(PT_DUST, playerp->legs[12], playerp->legs[13], NULL))
+ {
+ playerp->legs[12] = playerp->legs[14];
+ playerp->legs[13] = playerp->legs[15];
+ }
+
+ //This makes stick man "pop" from obstacles
+ if (!sim->eval_move(PT_DUST, playerp->legs[4], playerp->legs[5], NULL))
+ {
+ float t;
+ t = playerp->legs[4]; playerp->legs[4] = playerp->legs[6]; playerp->legs[6] = t;
+ t = playerp->legs[5]; playerp->legs[5] = playerp->legs[7]; playerp->legs[7] = t;
+ }
+
+ if (!sim->eval_move(PT_DUST, playerp->legs[12], playerp->legs[13], NULL))
+ {
+ float t;
+ t = playerp->legs[12]; playerp->legs[12] = playerp->legs[14]; playerp->legs[14] = t;
+ t = playerp->legs[13]; playerp->legs[13] = playerp->legs[15]; playerp->legs[15] = t;
+ }
+
+ //Keeping legs distance
+ if ((pow((playerp->legs[4] - playerp->legs[12]), 2) + pow((playerp->legs[5]-playerp->legs[13]), 2))<16)
+ {
+ float tvx, tvy;
+ tvx = -gvy;
+ tvy = gvx;
+
+ if (tvx || tvy)
+ {
+ playerp->accs[2] -= 0.2*tvx/hypot(tvx, tvy);
+ playerp->accs[3] -= 0.2*tvy/hypot(tvx, tvy);
+
+ playerp->accs[6] += 0.2*tvx/hypot(tvx, tvy);
+ playerp->accs[7] += 0.2*tvy/hypot(tvx, tvy);
+ }
+ }
+
+ if ((pow((playerp->legs[0] - playerp->legs[8]), 2) + pow((playerp->legs[1]-playerp->legs[9]), 2))<16)
+ {
+ float tvx, tvy;
+ tvx = -gvy;
+ tvy = gvx;
+
+ if (tvx || tvy)
+ {
+ playerp->accs[0] -= 0.2*tvx/hypot(tvx, tvy);
+ playerp->accs[1] -= 0.2*tvy/hypot(tvx, tvy);
+
+ playerp->accs[4] += 0.2*tvx/hypot(tvx, tvy);
+ playerp->accs[5] += 0.2*tvy/hypot(tvx, tvy);
+ }
+ }
+
+ //If legs touch something
+ Element_STKM::STKM_interact(sim, playerp, i, (int)(playerp->legs[4]+0.5), (int)(playerp->legs[5]+0.5));
+ Element_STKM::STKM_interact(sim, playerp, i, (int)(playerp->legs[12]+0.5), (int)(playerp->legs[13]+0.5));
+ Element_STKM::STKM_interact(sim, playerp, i, (int)(playerp->legs[4]+0.5), (int)playerp->legs[5]);
+ Element_STKM::STKM_interact(sim, playerp, i, (int)(playerp->legs[12]+0.5), (int)playerp->legs[13]);
+ if (!parts[i].type)
+ return 1;
+
+ parts[i].ctype = playerp->elem;
+ return 0;
+}
+
+//#TPT-Directive ElementHeader Element_STKM static void STKM_interact(Simulation * sim, playerst* playerp, int i, int x, int y)
+void Element_STKM::STKM_interact(Simulation * sim, playerst* playerp, int i, int x, int y)
+{
+ int r;
+ if (x<0 || y<0 || x>=XRES || y>=YRES || !sim->parts[i].type)
+ return;
+ r = sim->pmap[y][x];
+ if (r)
+ {
+ if ((r&0xFF)==PT_SPRK && playerp->elem!=PT_LIGH) //If on charge
+ {
+ sim->parts[i].life -= (int)(rand()*20/RAND_MAX)+32;
+ }
+
+ if (sim->elements[r&0xFF].HeatConduct && ((playerp->elem!=PT_LIGH && sim->parts[r>>8].temp>=323) || sim->parts[r>>8].temp<=243))
+ {
+ sim->parts[i].life -= 2;
+ playerp->accs[3] -= 1;
+ }
+
+ if (sim->elements[r&0xFF].Properties&PROP_DEADLY)
+ switch (r&0xFF)
+ {
+ case PT_ACID:
+ sim->parts[i].life -= 5;
+ break;
+ default:
+ sim->parts[i].life -= 1;
+ break;
+ }
+
+ if (sim->elements[r&0xFF].Properties&PROP_RADIOACTIVE)
+ sim->parts[i].life -= 1;
+
+ if ((r&0xFF)==PT_PRTI && sim->parts[i].type)
+ {
+ int nnx, count=1;//gives rx=0, ry=1 in update_PRTO
+ sim->parts[r>>8].tmp = (int)((sim->parts[r>>8].temp-73.15f)/100+1);
+ if (sim->parts[r>>8].tmp>=CHANNELS) sim->parts[r>>8].tmp = CHANNELS-1;
+ else if (sim->parts[r>>8].tmp<0) sim->parts[r>>8].tmp = 0;
+ for (nnx=0; nnx<80; nnx++)
+ if (!sim->portalp[sim->parts[r>>8].tmp][count][nnx].type)
+ {
+ sim->portalp[sim->parts[r>>8].tmp][count][nnx] = sim->parts[i];
+ sim->kill_part(i);
+ //stop new STKM/fighters being created to replace the ones in the portal:
+ playerp->spwn = 1;
+ if (sim->portalp[sim->parts[r>>8].tmp][count][nnx].type==PT_FIGH)
+ sim->fighcount++;
+ break;
+ }
+ }
+ }
+}
+
+//#TPT-Directive ElementHeader Element_STKM static void STKM_init_legs(Simulation * sim, playerst* playerp, int i)
+void Element_STKM::STKM_init_legs(Simulation * sim, playerst* playerp, int i)
+{
+ int x, y;
+
+ x = (int)(sim->parts[i].x+0.5f);
+ y = (int)(sim->parts[i].y+0.5f);
+
+ playerp->legs[0] = x-1;
+ playerp->legs[1] = y+6;
+ playerp->legs[2] = x-1;
+ playerp->legs[3] = y+6;
+
+ playerp->legs[4] = x-3;
+ playerp->legs[5] = y+12;
+ playerp->legs[6] = x-3;
+ playerp->legs[7] = y+12;
+
+ playerp->legs[8] = x+1;
+ playerp->legs[9] = y+6;
+ playerp->legs[10] = x+1;
+ playerp->legs[11] = y+6;
+
+ playerp->legs[12] = x+3;
+ playerp->legs[13] = y+12;
+ playerp->legs[14] = x+3;
+ playerp->legs[15] = y+12;
+}
+
+
+Element_STKM::~Element_STKM() {} \ No newline at end of file