The-Powder-Toy/src/elements/figh.cpp

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#include "simulation/Element.h"
2012-01-08 11:39:03 -06:00
int update_FIGH(UPDATE_FUNC_ARGS)
{
playerst* figh = &sim->fighters[(unsigned char)parts[i].tmp];
float tarx, tary;
parts[i].tmp2 = 0; //0 - stay in place, 1 - seek a stick man
//Set target cords
if (sim->player.spwn)
{
if (sim->player2.spwn)
if ((pow(sim->player.legs[2]-x, 2) + pow(sim->player.legs[3]-y, 2))<=
(pow(sim->player2.legs[2]-x, 2) + pow(sim->player2.legs[3]-y, 2)))
{
tarx = sim->player.legs[2];
tary = sim->player.legs[3];
}
else
{
tarx = sim->player2.legs[2];
tary = sim->player2.legs[3];
}
else
{
tarx = sim->player.legs[2];
tary = sim->player.legs[3];
}
parts[i].tmp2 = 1;
}
else
if (sim->player2.spwn)
{
tarx = sim->player2.legs[2];
tary = sim->player2.legs[3];
parts[i].tmp2 = 1;
}
switch (parts[i].tmp2)
{
case 1:
if ((pow(tarx-x, 2) + pow(tary-y, 2))<600)
{
if (figh->elem == PT_LIGH || figh->elem == PT_NEUT
|| (sim->ptypes[figh->elem].properties&(PROP_DEADLY|PROP_RADIOACTIVE))
|| sim->ptypes[figh->elem].heat>=323 || sim->ptypes[figh->elem].heat<=243)
figh->comm = (int)figh->comm | 0x08;
}
else
if (tarx<x )
{
if(!sim->eval_move(PT_DUST, figh->legs[4]-10, figh->legs[5]+6, NULL))
figh->comm = 0x01;
else
figh->comm = 0x02;
if (!sim->eval_move(PT_DUST, figh->legs[4]-4, figh->legs[5]-1, NULL)
|| !sim->eval_move(PT_DUST, figh->legs[12]-4, figh->legs[13]-1, NULL)
|| sim->eval_move(PT_DUST, 2*figh->legs[4]-figh->legs[6], figh->legs[5]+5, NULL))
figh->comm = (int)figh->comm | 0x04;
}
else
{
if (!sim->eval_move(PT_DUST, figh->legs[12]+10, figh->legs[13]+6, NULL))
figh->comm = 0x02;
else
figh->comm = 0x01;
if (!sim->eval_move(PT_DUST, figh->legs[4]+4, figh->legs[5]-1, NULL)
|| !sim->eval_move(PT_DUST, figh->legs[4]+4, figh->legs[5]-1, NULL)
|| sim->eval_move(PT_DUST, 2*figh->legs[12]-figh->legs[14], figh->legs[13]+5, NULL))
figh->comm = (int)figh->comm | 0x04;
}
break;
default:
figh->comm = 0;
break;
}
figh->pcomm = figh->comm;
run_stickman(figh, UPDATE_FUNC_SUBCALL_ARGS);
return 0;
}
int graphics_FIGH(GRAPHICS_FUNC_ARGS)
{
playerst * cplayer;// = &sim->fighters[(unsigned char)cpart->tmp];
*pixel_mode = PSPEC_STICKMAN;
/*if (cplayer->elem<PT_NUM)
{
*colr = PIXR(sim->ptypes[cplayer->elem].pcolors);
*colg = PIXG(sim->ptypes[cplayer->elem].pcolors);
*colb = PIXB(sim->ptypes[cplayer->elem].pcolors);
}
else*/
{
*colr = *colg = *colb = 255;
}
return 1;
}