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:
parent
809676a1dc
commit
039a4e2f31
@ -140,6 +140,7 @@ int GRID_MODE;
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int VINE_MODE;
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int DEBUG_MODE;
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int GENERATION;
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int isplayer2;
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extern sign signs[MAXSIGNS];
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extern stamp stamps[STAMP_MAX];
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extern int stamp_count;
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@ -175,7 +175,8 @@
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#define PT_FILT 125
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#define PT_ARAY 126
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#define PT_BRAY 127
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#define PT_NUM 128
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#define PT_STKM2 128
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#define PT_NUM 129
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#define R_TEMP 22
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#define MAX_TEMP 9999
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@ -393,8 +394,10 @@ static const part_type ptypes[PT_NUM] =
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{"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},
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{"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},
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{"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},
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{"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}
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//Name Colour Advec Airdrag Airloss Loss Collid Grav Diffus Hotair Fal Burn Exp Mel Hrd M Weights Section H Ins Description
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{"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},
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{"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},
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//Name Colour Advec Airdrag Airloss Loss Collid Grav Diffus Hotair Fal Burn Exp Mel Hrd M Weights Section H Ins Description
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};
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static part_state pstates[PT_NUM] =
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@ -527,7 +530,8 @@ static part_state pstates[PT_NUM] =
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/* WIFI */ {ST_SOLID, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f},
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/* FILT */ {ST_SOLID, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f},
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/* ARAY */ {ST_SOLID, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f},
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/* BRAY */ {ST_SOLID, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f}
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/* BRAY */ {ST_SOLID, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f},
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/* STKM2*/ {ST_NONE, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_NONE, 0.0f, PT_FIRE, 620.0f},
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};
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static int grule[NGOL][9] =
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@ -578,6 +582,8 @@ int wireless[MAX_TEMP/100][2];
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extern int isplayer;
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extern float player[27];
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extern float player2[27];
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extern particle *parts;
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extern particle *cb_parts;
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@ -1402,6 +1402,31 @@ void draw_parts(pixel *vid)
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isplayer = 1; //It's a secret. Tssss...
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}
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else if(t==PT_STKM2) //Just draw head here
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{
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char buff[10]; //Buffer for HP
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if(mousex>(nx-3) && mousex<(nx+3) && mousey<(ny+3) && mousey>(ny-3)) //If mous is in the head
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{
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sprintf(buff, "%3d", parts[i].life); //Show HP
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drawtext(vid, mousex-8-2*(parts[i].life<100)-2*(parts[i].life<10), mousey-12, buff, 255, 255, 255, 255);
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}
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for(r=-2; r<=1; r++) //Here I use r variable not as I should, but I think you will excuse me :-p
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{
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s = XRES+BARSIZE;
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vid[(ny-2)*s+nx+r] = ptypes[(int)player2[2]].pcolors;
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vid[(ny+2)*s+nx+r+1] = ptypes[(int)player2[2]].pcolors;
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vid[(ny+r+1)*s+nx-2] = ptypes[(int)player2[2]].pcolors;
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vid[(ny+r)*s+nx+2] = ptypes[(int)player2[2]].pcolors;
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}
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draw_line(vid , nx, ny+3, player2[3], player2[4], 100, 100, 255, s);
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draw_line(vid , player2[3], player2[4], player2[7], player2[8], 100, 100, 255, s);
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draw_line(vid , nx, ny+3, player2[11], player2[12], 100, 100, 255, s);
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draw_line(vid , player2[11], player2[12], player2[15], player2[16], 100, 100, 255, s);
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isplayer2 = 1; //It's a secret. Tssss...
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}
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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
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{
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if(t==PT_PHOT)
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@ -2579,6 +2604,31 @@ void draw_parts(pixel *vid)
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isplayer = 1; //It's a secret. Tssss...
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}
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else if(t==PT_STKM2) //Stick man should be visible in heat mode
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{
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char buff[10]; //Buffer for HP
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if(mousex>(nx-3) && mousex<(nx+3) && mousey<(ny+3) && mousey>(ny-3)) //If mous is in the head
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{
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sprintf(buff, "%3d", parts[i].life); //Show HP
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drawtext(vid, mousex-8-2*(parts[i].life<100)-2*(parts[i].life<10), mousey-12, buff, 255, 255, 255, 255);
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}
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for(r=-2; r<=1; r++)
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{
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s = XRES+BARSIZE;
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vid[(ny-2)*s+nx+r] = PIXRGB (R, G, B);
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vid[(ny+2)*s+nx+r+1] = PIXRGB (R, G, B);
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vid[(ny+r+1)*s+nx-2] = PIXRGB (R, G, B);
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vid[(ny+r)*s+nx+2] = PIXRGB (R, G, B);
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}
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draw_line(vid , nx, ny+3, player2[3], player2[4], R, G, B, s);
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draw_line(vid , player2[3], player2[4], player2[7], player2[8], R, G, B, s);
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draw_line(vid , nx, ny+3, player2[11], player2[12], R, G, B, s);
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draw_line(vid , player2[11], player2[12], player2[15], player2[16], R, G, B, s);
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isplayer2 = 1; //It's a secret. Tssss...
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}
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else
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{
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vid[ny*(XRES+BARSIZE)+nx] = PIXRGB(R, G, B);
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@ -2989,6 +3039,21 @@ pixel *prerender_save(void *save, int size, int *width, int *height)
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draw_line(fb , x, y+3, x+1, y+6, 255, 255, 255, w);
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draw_line(fb , x+1, y+6, x+3, y+12, 255, 255, 255, w);
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}
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else if(j==PT_STKM2)
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{
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//Stickman drawing
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for(k=-2; k<=1; k++)
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{
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fb[(y-2)*w+x+k] = PIXRGB(255, 224, 178);
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fb[(y+2)*w+x+k+1] = PIXRGB(255, 224, 178);
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fb[(y+k+1)*w+x-2] = PIXRGB(255, 224, 178);
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fb[(y+k)*w+x+2] = PIXRGB(255, 224, 178);
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}
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draw_line(fb , x, y+3, x-1, y+6, 255, 255, 255, w);
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draw_line(fb , x-1, y+6, x-3, y+12, 255, 255, 255, w);
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draw_line(fb , x, y+3, x+1, y+6, 255, 255, 255, w);
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draw_line(fb , x+1, y+6, x+3, y+12, 255, 255, 255, w);
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}
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else
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fb[y*w+x] = ptypes[j].pcolors;
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}
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@ -1749,6 +1749,23 @@ int sdl_poll(void)
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{
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player[0] = (int)(player[0])|0x04; //Jump command
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}
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if(event.key.keysym.sym == SDLK_d)
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{
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player2[0] = (int)(player2[0])|0x02; //Go right command
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}
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if(event.key.keysym.sym == SDLK_a)
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{
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player2[0] = (int)(player2[0])|0x01; //Go left command
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}
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if(event.key.keysym.sym == SDLK_s && ((int)(player2[0])&0x08)!=0x08)
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{
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player2[0] = (int)(player2[0])|0x08; //Go left command
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}
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if(event.key.keysym.sym == SDLK_w && ((int)(player2[0])&0x04)!=0x04)
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{
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player2[0] = (int)(player2[0])|0x04; //Jump command
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}
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break;
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case SDL_KEYUP:
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@ -1769,6 +1786,20 @@ int sdl_poll(void)
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{
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player[0] = (int)(player[0])&7;
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}
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if(event.key.keysym.sym == SDLK_d || event.key.keysym.sym == SDLK_a)
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{
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player2[1] = player2[0]; //Saving last movement
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player2[0] = (int)(player2[0])&12; //Stop command
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}
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if(event.key.keysym.sym == SDLK_w)
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{
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player2[0] = (int)(player2[0])&11;
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}
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if(event.key.keysym.sym == SDLK_s)
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{
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player2[0] = (int)(player2[0])&7;
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}
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break;
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case SDL_MOUSEBUTTONDOWN:
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if(event.button.button == SDL_BUTTON_WHEELUP)
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46
src/main.c
46
src/main.c
@ -636,6 +636,31 @@ int parse_save(void *save, int size, int replace, int x0, int y0)
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player[18] = parts[i].y+12;
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}
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if(parts[i].type == PT_STKM2)
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{
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//player[2] = PT_DUST;
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player2[3] = parts[i].x-1; //Setting legs positions
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player2[4] = parts[i].y+6;
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player2[5] = parts[i].x-1;
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player2[6] = parts[i].y+6;
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player2[7] = parts[i].x-3;
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player2[8] = parts[i].y+12;
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player2[9] = parts[i].x-3;
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player2[10] = parts[i].y+12;
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player2[11] = parts[i].x+1;
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player2[12] = parts[i].y+6;
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player2[13] = parts[i].x+1;
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player2[14] = parts[i].y+6;
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player2[15] = parts[i].x+3;
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player2[16] = parts[i].y+12;
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player2[17] = parts[i].x+3;
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player2[18] = parts[i].y+12;
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}
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}
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else
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p += 2;
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@ -1291,11 +1316,11 @@ int main(int argc, char *argv[])
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break;
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}
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}
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if(sdl_key=='d' && isplayer)
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{
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death = 1;
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//death = !(death);
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}
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//if(sdl_key=='d' && isplayer)
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//{
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// death = 1;
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// //death = !(death);
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//}
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if(sdl_key=='f')
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{
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framerender = 1;
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@ -1331,7 +1356,7 @@ int main(int argc, char *argv[])
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free(load_data);
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}
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}
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if(sdl_key=='s')
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if(sdl_key=='s' && (sdl_mod & (KMOD_CTRL)))
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{
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if(it > 50)
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it = 50;
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@ -1461,7 +1486,7 @@ int main(int argc, char *argv[])
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bsy = 0;
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}
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}
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if(sdl_key=='d')
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if(sdl_key=='d'&&(sdl_mod & (KMOD_CTRL)))
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DEBUG_MODE = !DEBUG_MODE;
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if(sdl_key=='i')
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{
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@ -2352,6 +2377,13 @@ int main(int argc, char *argv[])
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else
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player[2] = PT_DUST;
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}
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if(isplayer2==0)
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{
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if(ptypes[sr].falldown>0 || sr == PT_NEUT || sr == PT_PHOT)
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player2[2] = sr;
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else
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player2[2] = PT_DUST;
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}
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}
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src/powder.c
444
src/powder.c
@ -7,6 +7,7 @@
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int isplayer = 0;
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float player[27]; //[0] is a command cell, [3]-[18] are legs positions, [19] is index, [19]-[26] are accelerations
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float player2[27];
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particle *parts;
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particle *cb_parts;
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@ -83,6 +84,8 @@ static int eval_move(int pt, int nx, int ny, unsigned *rr)
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if(pt==PT_STKM) //Stick man's head shouldn't collide
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return 2;
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if(pt==PT_STKM2) //Stick man's head shouldn't collide
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return 2;
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if((pt==PT_BIZR||pt==PT_BIZRG)&&(r&0xFF)==PT_FILT)
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return 2;
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if(bmap[ny/CELL][nx/CELL]==WL_ALLOWGAS && ptypes[pt].falldown!=0 && pt!=PT_FIRE && pt!=PT_SMKE)
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@ -498,7 +501,7 @@ inline int create_part(int p, int x, int y, int t)
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{
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parts[i].pavg[1] = pv[y/CELL][x/CELL];
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}
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if(t!=PT_STKM)
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if(t!=PT_STKM&&t!=PT_STKM2)
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{
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parts[i].x = (float)x;
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parts[i].y = (float)y;
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@ -578,7 +581,7 @@ inline int create_part(int p, int x, int y, int t)
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}
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if(t==PT_BIZR||t==PT_BIZRG)
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parts[i].ctype = 0x47FFFF;
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if(t!=PT_STKM)// && t!=PT_PHOT && t!=PT_NEUT) is this needed? it breaks floodfill
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if(t!=PT_STKM&&t!=PT_STKM2)// && t!=PT_PHOT && t!=PT_NEUT) is this needed? it breaks floodfill
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pmap[y][x] = t|(i<<8);
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else if(t==PT_STKM)
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{
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@ -618,6 +621,44 @@ inline int create_part(int p, int x, int y, int t)
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isplayer = 1;
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}
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}
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else if(t==PT_STKM2)
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{
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if(isplayer2==0)
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{
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parts[i].x = (float)x;
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parts[i].y = (float)y;
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parts[i].type = PT_STKM2;
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parts[i].vx = 0;
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parts[i].vy = 0;
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parts[i].life = 100;
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parts[i].ctype = 0;
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parts[i].temp = ptypes[t].heat;
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player2[3] = x-1; //Setting legs positions
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player2[4] = y+6;
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player2[5] = x-1;
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player2[6] = y+6;
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player2[7] = x-3;
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player2[8] = y+12;
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player2[9] = x-3;
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player2[10] = y+12;
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player2[11] = x+1;
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player2[12] = y+6;
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player2[13] = x+1;
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player2[14] = y+6;
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player2[15] = x+3;
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player2[16] = y+12;
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player2[17] = x+3;
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player2[18] = y+12;
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isplayer2 = 1;
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}
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}
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return i;
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}
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@ -1156,7 +1197,7 @@ void update_particles_i(pixel *vid, int start, int inc)
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ly = parts[i].y;
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t = parts[i].type;
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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)
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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)
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{
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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)))
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parts[i].life--;
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@ -1202,7 +1243,7 @@ void update_particles_i(pixel *vid, int start, int inc)
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(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;
|
||||
|
Loading…
Reference in New Issue
Block a user