Added second stickman for Lulz, it works great though, controlled by wasd. 's' was moved to ctrl-s and d is ctrl-d

This commit is contained in:
Cracker64 2010-12-18 02:14:53 -05:00
parent 809676a1dc
commit 039a4e2f31
6 changed files with 587 additions and 16 deletions

View File

@ -140,6 +140,7 @@ int GRID_MODE;
int VINE_MODE; int VINE_MODE;
int DEBUG_MODE; int DEBUG_MODE;
int GENERATION; int GENERATION;
int isplayer2;
extern sign signs[MAXSIGNS]; extern sign signs[MAXSIGNS];
extern stamp stamps[STAMP_MAX]; extern stamp stamps[STAMP_MAX];
extern int stamp_count; extern int stamp_count;

View File

@ -175,7 +175,8 @@
#define PT_FILT 125 #define PT_FILT 125
#define PT_ARAY 126 #define PT_ARAY 126
#define PT_BRAY 127 #define PT_BRAY 127
#define PT_NUM 128 #define PT_STKM2 128
#define PT_NUM 129
#define R_TEMP 22 #define R_TEMP 22
#define MAX_TEMP 9999 #define MAX_TEMP 9999
@ -393,8 +394,10 @@ static const part_type ptypes[PT_NUM] =
{"WIFI", PIXPACK(0x40A060), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 1, 2, 1, 100, SC_ELEC, R_TEMP+0.0f +273.15f, 0, "Wireless transmitter, color coded.", TYPE_SOLID}, {"WIFI", PIXPACK(0x40A060), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 1, 2, 1, 100, SC_ELEC, R_TEMP+0.0f +273.15f, 0, "Wireless transmitter, color coded.", TYPE_SOLID},
{"FILT", PIXPACK(0x000056), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 1, 1, 1, 100, SC_SOLIDS, R_TEMP+0.0f +273.15f, 251, "Filter for photons, changes the color.", TYPE_SOLID}, {"FILT", PIXPACK(0x000056), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 1, 1, 1, 100, SC_SOLIDS, R_TEMP+0.0f +273.15f, 251, "Filter for photons, changes the color.", TYPE_SOLID},
{"ARAY", PIXPACK(0xFFBB00), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 1, 1, 1, 100, SC_ELEC, R_TEMP+0.0f +273.15f, 251, "Ray Emmitter. Rays create points when they collide", TYPE_SOLID}, {"ARAY", PIXPACK(0xFFBB00), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 1, 1, 1, 100, SC_ELEC, R_TEMP+0.0f +273.15f, 251, "Ray Emmitter. Rays create points when they collide", TYPE_SOLID},
{"BRAY", PIXPACK(0xFFFFFF), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 1, 1, 0, 100, SC_ELEC, R_TEMP+0.0f +273.15f, 251, "Ray Point. Rays create points when they collide", TYPE_SOLID} {"BRAY", PIXPACK(0xFFFFFF), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 1, 1, 0, 100, SC_ELEC, R_TEMP+0.0f +273.15f, 251, "Ray Point. Rays create points when they collide", TYPE_SOLID},
//Name Colour Advec Airdrag Airloss Loss Collid Grav Diffus Hotair Fal Burn Exp Mel Hrd M Weights Section H Ins Description {"STK2", PIXPACK(0x000000), 0.5f, 0.00f * CFDS, 0.2f, 1.0f, 0.0f, 0.0f, 0.0f, 0.00f * CFDS, 0, 0, 0, 0, 0, 1, 50, SC_SPECIAL, R_TEMP+14.6f+273.15f, 0, "Stickman. Don't kill him!", 0},
//Name Colour Advec Airdrag Airloss Loss Collid Grav Diffus Hotair Fal Burn Exp Mel Hrd M Weights Section H Ins Description
}; };
static part_state pstates[PT_NUM] = static part_state pstates[PT_NUM] =
@ -527,8 +530,9 @@ static part_state pstates[PT_NUM] =
/* WIFI */ {ST_SOLID, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f}, /* WIFI */ {ST_SOLID, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f},
/* FILT */ {ST_SOLID, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f}, /* FILT */ {ST_SOLID, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f},
/* ARAY */ {ST_SOLID, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f}, /* ARAY */ {ST_SOLID, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f},
/* BRAY */ {ST_SOLID, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f} /* BRAY */ {ST_SOLID, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f},
/* STKM2*/ {ST_NONE, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_FIRE, 620.0f},
}; };
static int grule[NGOL][9] = static int grule[NGOL][9] =
{ {
@ -578,6 +582,8 @@ int wireless[MAX_TEMP/100][2];
extern int isplayer; extern int isplayer;
extern float player[27]; extern float player[27];
extern float player2[27];
extern particle *parts; extern particle *parts;
extern particle *cb_parts; extern particle *cb_parts;

View File

@ -1402,6 +1402,31 @@ void draw_parts(pixel *vid)
isplayer = 1; //It's a secret. Tssss... isplayer = 1; //It's a secret. Tssss...
} }
else if(t==PT_STKM2) //Just draw head here
{
char buff[10]; //Buffer for HP
if(mousex>(nx-3) && mousex<(nx+3) && mousey<(ny+3) && mousey>(ny-3)) //If mous is in the head
{
sprintf(buff, "%3d", parts[i].life); //Show HP
drawtext(vid, mousex-8-2*(parts[i].life<100)-2*(parts[i].life<10), mousey-12, buff, 255, 255, 255, 255);
}
for(r=-2; r<=1; r++) //Here I use r variable not as I should, but I think you will excuse me :-p
{
s = XRES+BARSIZE;
vid[(ny-2)*s+nx+r] = ptypes[(int)player2[2]].pcolors;
vid[(ny+2)*s+nx+r+1] = ptypes[(int)player2[2]].pcolors;
vid[(ny+r+1)*s+nx-2] = ptypes[(int)player2[2]].pcolors;
vid[(ny+r)*s+nx+2] = ptypes[(int)player2[2]].pcolors;
}
draw_line(vid , nx, ny+3, player2[3], player2[4], 100, 100, 255, s);
draw_line(vid , player2[3], player2[4], player2[7], player2[8], 100, 100, 255, s);
draw_line(vid , nx, ny+3, player2[11], player2[12], 100, 100, 255, s);
draw_line(vid , player2[11], player2[12], player2[15], player2[16], 100, 100, 255, s);
isplayer2 = 1; //It's a secret. Tssss...
}
if(cmode==CM_NOTHING && t!=PT_PIPE && t!=PT_SWCH && t!=PT_LCRY && t!=PT_PUMP && t!=PT_FILT && t!=PT_HSWC && t!=PT_PCLN && t!=PT_DEUT && t!=PT_WIFI)//nothing display but show needed color changes if(cmode==CM_NOTHING && t!=PT_PIPE && t!=PT_SWCH && t!=PT_LCRY && t!=PT_PUMP && t!=PT_FILT && t!=PT_HSWC && t!=PT_PCLN && t!=PT_DEUT && t!=PT_WIFI)//nothing display but show needed color changes
{ {
if(t==PT_PHOT) if(t==PT_PHOT)
@ -2579,6 +2604,31 @@ void draw_parts(pixel *vid)
isplayer = 1; //It's a secret. Tssss... isplayer = 1; //It's a secret. Tssss...
} }
else if(t==PT_STKM2) //Stick man should be visible in heat mode
{
char buff[10]; //Buffer for HP
if(mousex>(nx-3) && mousex<(nx+3) && mousey<(ny+3) && mousey>(ny-3)) //If mous is in the head
{
sprintf(buff, "%3d", parts[i].life); //Show HP
drawtext(vid, mousex-8-2*(parts[i].life<100)-2*(parts[i].life<10), mousey-12, buff, 255, 255, 255, 255);
}
for(r=-2; r<=1; r++)
{
s = XRES+BARSIZE;
vid[(ny-2)*s+nx+r] = PIXRGB (R, G, B);
vid[(ny+2)*s+nx+r+1] = PIXRGB (R, G, B);
vid[(ny+r+1)*s+nx-2] = PIXRGB (R, G, B);
vid[(ny+r)*s+nx+2] = PIXRGB (R, G, B);
}
draw_line(vid , nx, ny+3, player2[3], player2[4], R, G, B, s);
draw_line(vid , player2[3], player2[4], player2[7], player2[8], R, G, B, s);
draw_line(vid , nx, ny+3, player2[11], player2[12], R, G, B, s);
draw_line(vid , player2[11], player2[12], player2[15], player2[16], R, G, B, s);
isplayer2 = 1; //It's a secret. Tssss...
}
else else
{ {
vid[ny*(XRES+BARSIZE)+nx] = PIXRGB(R, G, B); vid[ny*(XRES+BARSIZE)+nx] = PIXRGB(R, G, B);
@ -2989,6 +3039,21 @@ pixel *prerender_save(void *save, int size, int *width, int *height)
draw_line(fb , x, y+3, x+1, y+6, 255, 255, 255, w); draw_line(fb , x, y+3, x+1, y+6, 255, 255, 255, w);
draw_line(fb , x+1, y+6, x+3, y+12, 255, 255, 255, w); draw_line(fb , x+1, y+6, x+3, y+12, 255, 255, 255, w);
} }
else if(j==PT_STKM2)
{
//Stickman drawing
for(k=-2; k<=1; k++)
{
fb[(y-2)*w+x+k] = PIXRGB(255, 224, 178);
fb[(y+2)*w+x+k+1] = PIXRGB(255, 224, 178);
fb[(y+k+1)*w+x-2] = PIXRGB(255, 224, 178);
fb[(y+k)*w+x+2] = PIXRGB(255, 224, 178);
}
draw_line(fb , x, y+3, x-1, y+6, 255, 255, 255, w);
draw_line(fb , x-1, y+6, x-3, y+12, 255, 255, 255, w);
draw_line(fb , x, y+3, x+1, y+6, 255, 255, 255, w);
draw_line(fb , x+1, y+6, x+3, y+12, 255, 255, 255, w);
}
else else
fb[y*w+x] = ptypes[j].pcolors; fb[y*w+x] = ptypes[j].pcolors;
} }

View File

@ -1749,6 +1749,23 @@ int sdl_poll(void)
{ {
player[0] = (int)(player[0])|0x04; //Jump command player[0] = (int)(player[0])|0x04; //Jump command
} }
if(event.key.keysym.sym == SDLK_d)
{
player2[0] = (int)(player2[0])|0x02; //Go right command
}
if(event.key.keysym.sym == SDLK_a)
{
player2[0] = (int)(player2[0])|0x01; //Go left command
}
if(event.key.keysym.sym == SDLK_s && ((int)(player2[0])&0x08)!=0x08)
{
player2[0] = (int)(player2[0])|0x08; //Go left command
}
if(event.key.keysym.sym == SDLK_w && ((int)(player2[0])&0x04)!=0x04)
{
player2[0] = (int)(player2[0])|0x04; //Jump command
}
break; break;
case SDL_KEYUP: case SDL_KEYUP:
@ -1769,6 +1786,20 @@ int sdl_poll(void)
{ {
player[0] = (int)(player[0])&7; player[0] = (int)(player[0])&7;
} }
if(event.key.keysym.sym == SDLK_d || event.key.keysym.sym == SDLK_a)
{
player2[1] = player2[0]; //Saving last movement
player2[0] = (int)(player2[0])&12; //Stop command
}
if(event.key.keysym.sym == SDLK_w)
{
player2[0] = (int)(player2[0])&11;
}
if(event.key.keysym.sym == SDLK_s)
{
player2[0] = (int)(player2[0])&7;
}
break; break;
case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONDOWN:
if(event.button.button == SDL_BUTTON_WHEELUP) if(event.button.button == SDL_BUTTON_WHEELUP)

View File

@ -636,6 +636,31 @@ int parse_save(void *save, int size, int replace, int x0, int y0)
player[18] = parts[i].y+12; player[18] = parts[i].y+12;
} }
if(parts[i].type == PT_STKM2)
{
//player[2] = PT_DUST;
player2[3] = parts[i].x-1; //Setting legs positions
player2[4] = parts[i].y+6;
player2[5] = parts[i].x-1;
player2[6] = parts[i].y+6;
player2[7] = parts[i].x-3;
player2[8] = parts[i].y+12;
player2[9] = parts[i].x-3;
player2[10] = parts[i].y+12;
player2[11] = parts[i].x+1;
player2[12] = parts[i].y+6;
player2[13] = parts[i].x+1;
player2[14] = parts[i].y+6;
player2[15] = parts[i].x+3;
player2[16] = parts[i].y+12;
player2[17] = parts[i].x+3;
player2[18] = parts[i].y+12;
}
} }
else else
p += 2; p += 2;
@ -1291,11 +1316,11 @@ int main(int argc, char *argv[])
break; break;
} }
} }
if(sdl_key=='d' && isplayer) //if(sdl_key=='d' && isplayer)
{ //{
death = 1; // death = 1;
//death = !(death); // //death = !(death);
} //}
if(sdl_key=='f') if(sdl_key=='f')
{ {
framerender = 1; framerender = 1;
@ -1331,7 +1356,7 @@ int main(int argc, char *argv[])
free(load_data); free(load_data);
} }
} }
if(sdl_key=='s') if(sdl_key=='s' && (sdl_mod & (KMOD_CTRL)))
{ {
if(it > 50) if(it > 50)
it = 50; it = 50;
@ -1461,7 +1486,7 @@ int main(int argc, char *argv[])
bsy = 0; bsy = 0;
} }
} }
if(sdl_key=='d') if(sdl_key=='d'&&(sdl_mod & (KMOD_CTRL)))
DEBUG_MODE = !DEBUG_MODE; DEBUG_MODE = !DEBUG_MODE;
if(sdl_key=='i') if(sdl_key=='i')
{ {
@ -2352,6 +2377,13 @@ int main(int argc, char *argv[])
else else
player[2] = PT_DUST; player[2] = PT_DUST;
} }
if(isplayer2==0)
{
if(ptypes[sr].falldown>0 || sr == PT_NEUT || sr == PT_PHOT)
player2[2] = sr;
else
player2[2] = PT_DUST;
}
} }

View File

@ -7,6 +7,7 @@
int isplayer = 0; int isplayer = 0;
float player[27]; //[0] is a command cell, [3]-[18] are legs positions, [19] is index, [19]-[26] are accelerations 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 *parts;
particle *cb_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 if(pt==PT_STKM) //Stick man's head shouldn't collide
return 2; 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) if((pt==PT_BIZR||pt==PT_BIZRG)&&(r&0xFF)==PT_FILT)
return 2; return 2;
if(bmap[ny/CELL][nx/CELL]==WL_ALLOWGAS && ptypes[pt].falldown!=0 && pt!=PT_FIRE && pt!=PT_SMKE) 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]; 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].x = (float)x;
parts[i].y = (float)y; 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) if(t==PT_BIZR||t==PT_BIZRG)
parts[i].ctype = 0x47FFFF; 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); pmap[y][x] = t|(i<<8);
else if(t==PT_STKM) else if(t==PT_STKM)
{ {
@ -618,6 +621,44 @@ inline int create_part(int p, int x, int y, int t)
isplayer = 1; 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; return i;
} }
@ -1156,7 +1197,7 @@ void update_particles_i(pixel *vid, int start, int inc)
ly = parts[i].y; ly = parts[i].y;
t = parts[i].type; 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))) 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--; 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_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_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_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); kill_part(i);
continue; continue;
@ -4050,6 +4091,397 @@ killed:
isplayer = 1; 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(t==PT_CLNE)
{ {
if(!parts[i].ctype) if(!parts[i].ctype)
@ -4063,6 +4495,7 @@ killed:
(pmap[y+ny][x+nx]&0xFF)!=PT_BCLN && (pmap[y+ny][x+nx]&0xFF)!=PT_BCLN &&
(pmap[y+ny][x+nx]&0xFF)!=PT_PCLN && (pmap[y+ny][x+nx]&0xFF)!=PT_PCLN &&
(pmap[y+ny][x+nx]&0xFF)!=PT_STKM && (pmap[y+ny][x+nx]&0xFF)!=PT_STKM &&
(pmap[y+ny][x+nx]&0xFF)!=PT_STKM2 &&
(pmap[y+ny][x+nx]&0xFF)!=0xFF) (pmap[y+ny][x+nx]&0xFF)!=0xFF)
parts[i].ctype = pmap[y+ny][x+nx]&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_BCLN &&
(pmap[y+ny][x+nx]&0xFF)!=PT_PCLN && (pmap[y+ny][x+nx]&0xFF)!=PT_PCLN &&
(pmap[y+ny][x+nx]&0xFF)!=PT_STKM && (pmap[y+ny][x+nx]&0xFF)!=PT_STKM &&
(pmap[y+ny][x+nx]&0xFF)!=PT_STKM2 &&
(pmap[y+ny][x+nx]&0xFF)!=0xFF) (pmap[y+ny][x+nx]&0xFF)!=0xFF)
parts[i].ctype = pmap[y+ny][x+nx]&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_NSCN &&
(pmap[y+ny][x+nx]&0xFF)!=PT_PSCN && (pmap[y+ny][x+nx]&0xFF)!=PT_PSCN &&
(pmap[y+ny][x+nx]&0xFF)!=PT_STKM && (pmap[y+ny][x+nx]&0xFF)!=PT_STKM &&
(pmap[y+ny][x+nx]&0xFF)!=PT_STKM2 &&
(pmap[y+ny][x+nx]&0xFF)!=0xFF) (pmap[y+ny][x+nx]&0xFF)!=0xFF)
parts[i].ctype = pmap[y+ny][x+nx]&0xFF; parts[i].ctype = pmap[y+ny][x+nx]&0xFF;
if(parts[i].ctype && parts[i].life==10) { if(parts[i].ctype && parts[i].life==10) {
@ -4424,6 +4859,7 @@ void update_particles(pixel *vid)
#endif #endif
isplayer = 0; //Needed for player spawning isplayer = 0; //Needed for player spawning
isplayer2 = 0;
memset(pmap, 0, sizeof(pmap)); memset(pmap, 0, sizeof(pmap));
r = rand()%2; r = rand()%2;
NUM_PARTS = 0; NUM_PARTS = 0;