#include int update_SPAWN(UPDATE_FUNC_ARGS) { 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 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].ctype0) || parts[i].ctype==SPC_AIR || parts[i].ctype == PT_NEUT || parts[i].ctype == PT_PHOT) playerp[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; //Death 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, 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; } parts[i].vy += -0.7*dt; //Head up! //Verlet integration 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 playerp[19] = 0; playerp[20] = 0; playerp[21] = 0; playerp[22] = 0; playerp[23] = 0; playerp[24] = 0; playerp[25] = 0; playerp[26] = 0; //Go left r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]; 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)(playerp[8]-1)][(int)(playerp[7])]) { playerp[21] = -3; playerp[22] = -2; playerp[19] = -2; } if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])]) { playerp[25] = -3; playerp[26] = -2; playerp[23] = -2; } } else { if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])]) //It should move another way in liquids { playerp[21] = -1; playerp[22] = -1; playerp[19] = -1; } if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])]) { playerp[25] = -1; playerp[26] = -1; playerp[23] = -1; } } } //Go right r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]; 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)(playerp[8]-1)][(int)(playerp[7])]) { playerp[21] = 3; playerp[22] = -2; playerp[19] = 2; } if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])]) { playerp[25] = 3; playerp[26] = -2; playerp[23] = 2; } } else { if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])]) { playerp[21] = 1; playerp[22] = -1; playerp[19] = 1; } if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])]) { playerp[25] = 1; playerp[26] = -1; playerp[23] = 1; } } } //Jump 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)(playerp[8]-0.5)][(int)(playerp[7])] || pmap[(int)(playerp[16]-0.5)][(int)(playerp[15])]) { parts[i].vy = -5; playerp[22] -= 1; playerp[26] -= 1; } } //Charge detector wall if foot inside 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++) for (ry=-2; ry<3; ry++) if (x+rx>=0 && y+ry>0 && x+rx>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) { playerp[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) playerp[2] = SPC_AIR; } //Head position rx = x + 3*((((int)playerp[1])&0x02) == 0x02) - 3*((((int)playerp[1])&0x01) == 0x01); ry = y - 3*(playerp[1] == 0); //Spawn if (((int)(playerp[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 (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, 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) { kill_part(np); } else { parts[np].vy = 0; 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; } } } } } //Simulation of joints 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)(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))) playerp[15] -= 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))) playerp[7] -= rx; } //Collision checks for (ry = -2-(int)parts[i].vy; ry<=0; ry++) { 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)1) parts[i].vx *= 0.5*dt; } else { if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS) { playerp[8] += ry-1; parts[i].vy -= 0.5*parts[i].vy*dt; } } playerp[9] = playerp[7]; } r = pmap[(int)(playerp[16]+ry)][(int)(playerp[15]+0.5)]; //For right leg if (r && (r&0xFF)!=PT_STKM) { if ((r&0xFF)1) parts[i].vx *= 0.5*dt; } else { if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS) { playerp[16] += ry-1; parts[i].vy -= 0.5*parts[i].vy*dt; } } playerp[17] = playerp[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((playerp[7] - playerp[15]), 2)<16 && pow((playerp[8]-playerp[16]), 2)<1) { playerp[21] -= 0.2; playerp[25] += 0.2; } if (pow((playerp[3] - playerp[11]), 2)<16 && pow((playerp[4]-playerp[12]), 2)<1) { playerp[19] -= 0.2; playerp[23] += 0.2; } //If legs touch something r = pmap[(int)(playerp[8]+0.5)][(int)(playerp[7]+0.5)]; if ((r&0xFF)==PT_SPRK && r && (r>>8)0 && (r>>8)>8].temp>=323 || parts[r>>8].temp<=243) //If hot or cold { parts[i].life -= 2; playerp[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)(playerp[16]+0.5)][(int)(playerp[15]+0.5)]; if ((r&0xFF)==PT_SPRK && r && (r>>8)0 && (r>>8)>8].temp>=323 || parts[r>>8].temp<=243) { parts[i].life -= 2; playerp[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; parts[i].ctype = playerp[2]; return 0; }