diff --git a/Makefile b/Makefile index 37e3c8d11..3a61b1183 100644 --- a/Makefile +++ b/Makefile @@ -1,4 +1,4 @@ -SOURCES := src/*.c +SOURCES := src/*.c src/elements/*.c CFLAGS := -w -std=c99 -D_POSIX_C_SOURCE=200112L -Iincludes/ OFLAGS := -O3 -ffast-math -ftree-vectorize -funsafe-math-optimizations diff --git a/includes/powder.h b/includes/powder.h index d00459e7f..650487639 100644 --- a/includes/powder.h +++ b/includes/powder.h @@ -1,6 +1,7 @@ #ifndef POWDER_H #define POWDER_H +#include "air.h" #include "graphics.h" #include "defines.h" #include "interface.h" @@ -220,6 +221,17 @@ #define PROP_RADIOACTIVE 0x2000 //8192 Radioactive #define FLAG_STAGNANT 1 +#define UPDATE_FUNC_ARGS int i, int x, int y, int nx, int ny, float lx, float ly + +int update_PCLN(UPDATE_FUNC_ARGS); +int update_PHOT(UPDATE_FUNC_ARGS); +int update_PSTE(UPDATE_FUNC_ARGS); +int update_SPAWN(UPDATE_FUNC_ARGS); +int update_SPAWN2(UPDATE_FUNC_ARGS); +int update_STKM(UPDATE_FUNC_ARGS); +int update_STKM2(UPDATE_FUNC_ARGS); + + struct particle { int type; @@ -256,7 +268,7 @@ struct part_type unsigned char hconduct; const char *descs; const unsigned short properties; - int (*update_func) (int); + int (*update_func) (UPDATE_FUNC_ARGS); }; typedef struct part_type part_type; @@ -316,7 +328,7 @@ static const part_type ptypes[PT_NUM] = {"DMND", PIXPACK(0xCCFFFF), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 0, 1, 100, SC_SPECIAL, R_TEMP+0.0f +273.15f, 186, "Diamond. Indestructable.", TYPE_SOLID, NULL}, //ief015 - Added diamond. Because concrete blocks are kinda pointless. {"BMTL", PIXPACK(0x505070), 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, "Breakable metal.", TYPE_SOLID|PROP_CONDUCTS|PROP_HOT_GLOW, NULL}, {"BRMT", PIXPACK(0x705060), 0.4f, 0.04f * CFDS, 0.94f, 0.95f, -0.1f, 0.3f, 0.00f, 0.000f * CFDS, 1, 0, 0, 2, 2, 1, 90, SC_POWDERS, R_TEMP+0.0f +273.15f, 211, "Broken metal.", TYPE_PART|PROP_CONDUCTS|PROP_HOT_GLOW, NULL}, - {"PHOT", PIXPACK(0xFFFFFF), 0.0f, 0.00f * CFDS, 1.00f, 1.00f, -0.99f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 0, 1, -1, SC_ELEC, R_TEMP+900.0f+273.15f, 251, "Photons. Travel in straight lines.", TYPE_ENERGY, NULL}, + {"PHOT", PIXPACK(0xFFFFFF), 0.0f, 0.00f * CFDS, 1.00f, 1.00f, -0.99f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 0, 1, -1, SC_ELEC, R_TEMP+900.0f+273.15f, 251, "Photons. Travel in straight lines.", TYPE_ENERGY, &update_PHOT}, {"URAN", PIXPACK(0x707020), 0.4f, 0.01f * CFDS, 0.99f, 0.95f, 0.0f, 0.4f, 0.00f, 0.000f * CFDS, 1, 0, 0, 0, 0, 1, 90, SC_NUCLEAR, R_TEMP+30.0f+273.15f, 251, "Heavy particles. Generates heat under pressure.", TYPE_PART | PROP_RADIOACTIVE, NULL}, {"WAX", PIXPACK(0xF0F0BB), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 10, 1, 100, SC_SOLIDS, R_TEMP+0.0f +273.15f, 44, "Wax. Melts at moderately high temperatures.", TYPE_SOLID, NULL}, {"MWAX", PIXPACK(0xE0E0AA), 0.3f, 0.02f * CFDS, 0.95f, 0.80f, 0.0f, 0.15f, 0.00f, 0.000001f* CFDS,2, 5, 0, 0, 2, 1, 25, SC_LIQUID, R_TEMP+28.0f+273.15f, 44, "Liquid Wax.", TYPE_LIQUID, NULL}, @@ -340,7 +352,7 @@ static const part_type ptypes[PT_NUM] = {"NBLE", PIXPACK(0xEB4917), 1.0f, 0.01f * CFDS, 0.99f, 0.30f, -0.1f, 0.0f, 0.75f, 0.001f * CFDS, 0, 0, 0, 0, 1, 1, 1, SC_GAS, R_TEMP+2.0f +273.15f, 106, "Noble Gas. Diffuses. Conductive. Ionizes into plasma when intruduced to electricity", TYPE_GAS, NULL}, {"BTRY", PIXPACK(0x858505), 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, "Solid. Generates Electricity.", TYPE_SOLID, NULL}, {"LCRY", PIXPACK(0x505050), 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, "Liquid Crystal. Changes colour when charged. (PSCN Charges, NSCN Discharges)", TYPE_SOLID, NULL}, - {"STKM", 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, NULL}, + {"STKM", 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, &update_STKM}, {"SWCH", PIXPACK(0x103B11), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 1, 1, 100, SC_ELEC, R_TEMP+0.0f +273.15f, 251, "Solid. Only conducts when switched on. (PSCN switches on, NSCN switches off)", TYPE_SOLID, NULL}, {"SMKE", PIXPACK(0x222222), 0.9f, 0.04f * CFDS, 0.97f, 0.20f, 0.0f, -0.1f, 0.00f, 0.001f * CFDS, 1, 0, 0, 0, 1, 1, 1, SC_GAS, R_TEMP+320.0f+273.15f, 88, "Smoke", TYPE_GAS, NULL}, {"DESL", PIXPACK(0x440000), 1.0f, 0.01f * CFDS, 0.98f, 0.95f, 0.0f, 0.1f, 0.0f, 0.0f * CFDS, 2, 2, 0, 0, 5, 1, 15, SC_LIQUID, R_TEMP+0.0f +273.15f, 42, "Liquid. Explodes under high pressure and temperatures", TYPE_LIQUID, NULL}, @@ -359,7 +371,7 @@ static const part_type ptypes[PT_NUM] = {"FSEP", PIXPACK(0x63AD5F), 0.7f, 0.02f * CFDS, 0.96f, 0.80f, 0.0f, 0.1f, 0.00f, 0.000f * CFDS, 1, 0, 0, 0, 30, 1, 70, SC_POWDERS, R_TEMP+0.0f +273.15f, 70, "Fuse Powder. See FUSE.", TYPE_PART, NULL}, {"AMTR", PIXPACK(0x808080), 0.7f, 0.02f * CFDS, 0.96f, 0.80f, 0.00f, 0.10f, 1.00f, 0.0000f * CFDS, 0, 0, 0, 0, 0, 1, 100, SC_NUCLEAR, R_TEMP+0.0f +273.15f, 70, "Anti-Matter, Destroys a majority of particles", TYPE_PART, NULL}, //Maybe TYPE_ENERGY? {"BCOL", PIXPACK(0x333333), 0.4f, 0.04f * CFDS, 0.94f, 0.95f, -0.1f, 0.3f, 0.00f, 0.000f * CFDS, 1, 0, 0, 5, 2, 1, 90, SC_POWDERS, R_TEMP+0.0f +273.15f, 150, "Broken Coal. Heavy particles. See COAL", TYPE_PART, NULL}, - {"PCLN", PIXPACK(0x3B3B10), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 1, 1, 100, SC_ELEC, R_TEMP+0.0f +273.15f, 251, "Solid. When actived, duplicates any particles it touches.", TYPE_SOLID, NULL}, + {"PCLN", PIXPACK(0x3B3B10), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 1, 1, 100, SC_ELEC, R_TEMP+0.0f +273.15f, 251, "Solid. When actived, duplicates any particles it touches.", TYPE_SOLID, &update_PCLN}, {"HSWC", PIXPACK(0x3B1010), 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, "Heat switch. Conducts Heat only when activated", TYPE_SOLID, NULL}, {"IRON", PIXPACK(0x707070), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 1, 50, 1, 100, SC_CRACKER2, R_TEMP+0.0f +273.15f, 251, "Rusts with salt, can be used for electrlosis of WATR", TYPE_SOLID, NULL}, {"MORT", PIXPACK(0xE0E0E0), 0.0f, 0.00f * CFDS, 1.00f, 1.00f, -0.99f, 0.0f, 0.01f, 0.002f * CFDS, 0, 0, 0, 0, 0, 1, -1, SC_CRACKER2, R_TEMP+4.0f +273.15f, 60, "Steam Train.", TYPE_PART, NULL}, @@ -396,14 +408,14 @@ static const part_type ptypes[PT_NUM] = {"ISZS", PIXPACK(0x662089), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, -0.0007f* CFDS, 0, 0, 0, 1, 1, 1, 100, SC_NUCLEAR, 140.00f, 251, "Solid form of ISOZ, slowly decays.", TYPE_SOLID, NULL}, {"PRTI", PIXPACK(0xEB5917), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, -0.005f * CFDS, 0, 0, 0, 0, 0, 1, 100, SC_NUCLEAR, R_TEMP+0.0f +273.15f, 0, "Portal IN. Things go in here. Alter temperature for channels", TYPE_SOLID, NULL}, {"PRTO", PIXPACK(0x0020EB), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.005f * CFDS, 0, 0, 0, 0, 0, 1, 100, SC_NUCLEAR, R_TEMP+0.0f +273.15f, 0, "Portal OUT. Things come out here. Alter temperature for channels", TYPE_SOLID, NULL}, - {"PSTE", PIXPACK(0xAA99AA), 0.6f, 0.01f * CFDS, 0.98f, 0.95f, 0.0f, 0.1f, 0.00f, 0.000f * CFDS, 2, 0, 0, 0, 20, 1, 31, SC_LIQUID, R_TEMP-2.0f +273.15f, 29, "Colloid, Hardens under pressure", TYPE_LIQUID, NULL}, + {"PSTE", PIXPACK(0xAA99AA), 0.6f, 0.01f * CFDS, 0.98f, 0.95f, 0.0f, 0.1f, 0.00f, 0.000f * CFDS, 2, 0, 0, 0, 20, 1, 31, SC_LIQUID, R_TEMP-2.0f +273.15f, 29, "Colloid, Hardens under pressure", TYPE_LIQUID, &update_PSTE}, {"PSTS", PIXPACK(0x776677), 0.0f, 0.00f * CFDS, 0.00f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 20, 0, 100, SC_CRACKER, R_TEMP-2.0f +273.15f, 29, "Solid form of PSTE, temporary", TYPE_SOLID, NULL}, {"ANAR", PIXPACK(0xFFFFEE), 0.7f, 0.02f * CFDS, 0.96f, 0.80f, 0.1f, 0.1f, 0.00f, 0.000f * CFDS, 1, 10, 0, 0, 30, 1, 85, SC_POWDERS, R_TEMP+0.0f +273.15f, 70, "Very light dust. Behaves opposite gravity", TYPE_PART, NULL}, {"VINE", PIXPACK(0x079A00), 0.0f, 0.00f * CFDS, 0.95f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 20, 0, 0, 10, 1, 100, SC_SOLIDS, R_TEMP+0.0f +273.15f, 65, "Vine, grows", TYPE_SOLID, NULL}, {"INVS", PIXPACK(0x00CCCC), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 15, 1, 100, SC_SOLIDS, R_TEMP+0.0f +273.15f, 164, "Invisible to everything while under pressure.", TYPE_SOLID | PROP_NEUTPASS, NULL}, {"EQVE", PIXPACK(0xFFE0A0), 0.7f, 0.02f * CFDS, 0.96f, 0.80f, 0.0f, 0.1f, 0.00f, 0.000f * CFDS, 1, 0, 0, 0, 30, 0, 85, SC_CRACKER2, R_TEMP+0.0f +273.15f, 70, "Shared velocity test", TYPE_PART, NULL}, - {"SPWN2", PIXPACK(0xAAAAAA), 0.0f, 0.00f * CFDS, 1.00f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 1, 0, 100, SC_SOLIDS, R_TEMP+0.0f +273.15f, 0, "Shield, spark it to grow", 0, NULL}, - {"SPWN", PIXPACK(0xAAAAAA), 0.0f, 0.00f * CFDS, 1.00f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 1, 0, 100, SC_SOLIDS, R_TEMP+0.0f +273.15f, 0, "Shield, spark it to grow", 0, NULL}, + {"SPWN2", PIXPACK(0xAAAAAA), 0.0f, 0.00f * CFDS, 1.00f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 1, 0, 100, SC_SOLIDS, R_TEMP+0.0f +273.15f, 0, "Shield, spark it to grow", 0, &update_SPAWN2}, + {"SPWN", PIXPACK(0xAAAAAA), 0.0f, 0.00f * CFDS, 1.00f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 1, 0, 100, SC_SOLIDS, R_TEMP+0.0f +273.15f, 0, "Shield, spark it to grow", 0, &update_SPAWN}, {"SHLD", PIXPACK(0xAAAAAA), 0.0f, 0.00f * CFDS, 1.00f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 1, 1, 100, SC_SOLIDS, R_TEMP+0.0f +273.15f, 0, "Shield, spark it to grow", 0, NULL}, {"SHD2", PIXPACK(0x777777), 0.0f, 0.00f * CFDS, 1.00f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 1, 0, 100, SC_CRACKER2, R_TEMP+0.0f +273.15f, 0, "Shield lvl 2", 0, NULL}, {"SHD3", PIXPACK(0x444444), 0.0f, 0.00f * CFDS, 1.00f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 1, 0, 100, SC_CRACKER2, R_TEMP+0.0f +273.15f, 0, "Shield lvl 3", 0, NULL}, @@ -413,7 +425,7 @@ static const part_type ptypes[PT_NUM] = {"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, NULL}, {"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, NULL}, {"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, NULL}, - {"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, NULL}, + {"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, &update_STKM2}, {"BOMB", PIXPACK(0xFFF288), 0.6f, 0.01f * CFDS, 0.98f, 0.95f, 0.0f, 0.1f, 0.00f, 0.000f * CFDS, 1, 0, 0, 0, 20, 1, 30, SC_EXPLOSIVE, R_TEMP-2.0f +273.15f, 29, "Bomb.", TYPE_PART, NULL}, {"C-5", PIXPACK(0x2050E0), 0.0f, 0.00f * CFDS, 0.90f, 0.00f, 0.0f, 0.0f, 0.00f, 0.000f * CFDS, 0, 0, 0, 0, 1, 1, 100, SC_EXPLOSIVE, R_TEMP+0.0f +273.15f, 88, "Cold explosive", TYPE_SOLID | PROP_NEUTPENETRATE, NULL}, {"SING", PIXPACK(0x242424), 0.7f, 0.36f * CFDS, 0.96f, 0.80f, 0.1f, 0.12f, 0.00f, -0.001f * CFDS, 1, 0, 0, 0, 0, 1, 86, SC_NUCLEAR, R_TEMP+0.0f +273.15f, 70, "Singularity", TYPE_PART, NULL}, @@ -670,6 +682,10 @@ extern unsigned pmap[YRES][XRES]; unsigned cb_pmap[YRES][XRES]; int try_move(int i, int x, int y, int nx, int ny); +int eval_move(int pt, int nx, int ny, unsigned *rr); + +static void create_cherenkov_photon(int pp); +static void create_gain_photon(int pp); void kill_part(int i); diff --git a/src/elements/none.c b/src/elements/none.c new file mode 100644 index 000000000..fc9f9a965 --- /dev/null +++ b/src/elements/none.c @@ -0,0 +1,5 @@ +#include + +int update_(UPDATE_FUNC_ARGS) { + +} diff --git a/src/elements/pcln.c b/src/elements/pcln.c new file mode 100644 index 000000000..38af102da --- /dev/null +++ b/src/elements/pcln.c @@ -0,0 +1,42 @@ +#include + +int update_PCLN(UPDATE_FUNC_ARGS) { + if (!parts[i].ctype) + for (nx=-1; nx<2; nx++) + for (ny=-1; ny<2; ny++) + if (x+nx>=0 && y+ny>0 && + x+nx + +int update_PHOT(UPDATE_FUNC_ARGS) { + // TODO + + return 0; +} diff --git a/src/elements/pste.c b/src/elements/pste.c new file mode 100644 index 000000000..89f965cb9 --- /dev/null +++ b/src/elements/pste.c @@ -0,0 +1,7 @@ +#include + +int update_PSTE(UPDATE_FUNC_ARGS) { + if (parts[i].temp>747.0f) + parts[i].type = PT_BRCK; + return 0; +} diff --git a/src/elements/stkm.c b/src/elements/stkm.c new file mode 100644 index 000000000..0402d93e9 --- /dev/null +++ b/src/elements/stkm.c @@ -0,0 +1,403 @@ +#include + +int update_SPAWN(UPDATE_FUNC_ARGS) { + if (death) + { + playerspawn = create_part(-1,x,y,PT_STKM); + isplayer = 1; + death = 0; + } + return 0; +} + +int update_STKM(UPDATE_FUNC_ARGS) { + int r; + float pp, d; + 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 || (pv[y/CELL][x/CELL]>=4.5f && player[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, player[2]); + create_part(-1, x+r+1, y+2, player[2]); + create_part(-1, x-2, y+r+1, player[2]); + create_part(-1, x+2, y+r, player[2]); + } + kill_part(i); //Kill him + return 1; + } + + parts[i].vy += -0.7*dt; //Head up! + + //Verlet integration + pp = 2*player[3]-player[5]+player[19]*dt*dt;; + player[5] = player[3]; + player[3] = pp; + pp = 2*player[4]-player[6]+player[20]*dt*dt;; + player[6] = player[4]; + player[4] = pp; + + pp = 2*player[7]-player[9]+player[21]*dt*dt;; + player[9] = player[7]; + player[7] = pp; + pp = 2*player[8]-player[10]+(player[22]+1)*dt*dt;; + player[10] = player[8]; + player[8] = pp; + + pp = 2*player[11]-player[13]+player[23]*dt*dt;; + player[13] = player[11]; + player[11] = pp; + pp = 2*player[12]-player[14]+player[24]*dt*dt;; + player[14] = player[12]; + player[12] = pp; + + pp = 2*player[15]-player[17]+player[25]*dt*dt;; + player[17] = player[15]; + player[15] = pp; + pp = 2*player[16]-player[18]+(player[26]+1)*dt*dt;; + player[18] = player[16]; + player[16] = pp; + + //Setting acceleration to 0 + player[19] = 0; + player[20] = 0; + + player[21] = 0; + player[22] = 0; + + player[23] = 0; + player[24] = 0; + + player[25] = 0; + player[26] = 0; + + //Go left + if (((int)(player[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)(player[8]-1)][(int)(player[7])]) + { + player[21] = -3; + player[22] = -2; + player[19] = -2; + } + + if (pmap[(int)(player[16]-1)][(int)(player[15])]) + { + player[25] = -3; + player[26] = -2; + player[23] = -2; + } + } + else + { + if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids + { + player[21] = -1; + player[22] = -1; + player[19] = -1; + } + + if (pmap[(int)(player[16]-1)][(int)(player[15])]) + { + player[25] = -1; + player[26] = -1; + player[23] = -1; + } + } + } + + //Go right + if (((int)(player[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)(player[8]-1)][(int)(player[7])]) + { + player[21] = 3; + player[22] = -2; + player[19] = 2; + } + + if (pmap[(int)(player[16]-1)][(int)(player[15])]) + { + player[25] = 3; + player[26] = -2; + player[23] = 2; + } + } + else + { + if (pmap[(int)(player[8]-1)][(int)(player[7])]) + { + player[21] = 1; + player[22] = -1; + player[19] = 1; + } + + if (pmap[(int)(player[16]-1)][(int)(player[15])]) + { + player[25] = 1; + player[26] = -1; + player[23] = 1; + } + + } + } + + //Jump + if (((int)(player[0])&0x04) == 0x04 && (pstates[pmap[(int)(player[8]-0.5)][(int)(player[7])]&0xFF].state != ST_GAS || pstates[pmap[(int)(player[16]-0.5)][(int)(player[15])]&0xFF].state != ST_GAS)) + { + if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])]) + { + parts[i].vy = -5; + player[22] -= 1; + player[26] -= 1; + } + } + + //Charge detector wall if foot inside + if (bmap[(int)(player[8]+0.5)/CELL][(int)(player[7]+0.5)/CELL]==WL_DETECT) + set_emap((int)player[7]/CELL, (int)player[8]/CELL); + if (bmap[(int)(player[16]+0.5)/CELL][(int)(player[15]+0.5)/CELL]==WL_DETECT) + set_emap((int)(player[15]+0.5)/CELL, (int)(player[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) + { + player[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) + player[2] = SPC_AIR; + } + + //Head position + nx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01); + ny = y - 3*(player[1] == 0); + + //Spawn + if (((int)(player[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 (player[2] == SPC_AIR) + create_parts(nx + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01), ny, 4, 4, SPC_AIR); + else + create_part(-1, nx, ny, player[2]); + + r = pmap[ny][nx]; + if ( ((r>>8) < NPART) && (r>>8)>=0 && player[2] != PT_PHOT && player[2] != SPC_AIR) + parts[r>>8].vx = parts[r>>8].vx + 5*((((int)player[1])&0x02) == 0x02) - 5*(((int)(player[1])&0x01) == 0x01); + if (((r>>8) < NPART) && (r>>8)>=0 && player[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)player[1])&0x02) == 0x02) - (((int)(player[1])&0x01) == 0x01))*random; + } + } + + } + } + } + + //Simulation of joints + d = 25/(pow((player[3]-player[7]), 2) + pow((player[4]-player[8]), 2)+25) - 0.5; //Fast distance + player[7] -= (player[3]-player[7])*d; + player[8] -= (player[4]-player[8])*d; + player[3] += (player[3]-player[7])*d; + player[4] += (player[4]-player[8])*d; + + d = 25/(pow((player[11]-player[15]), 2) + pow((player[12]-player[16]), 2)+25) - 0.5; + player[15] -= (player[11]-player[15])*d; + player[16] -= (player[12]-player[16])*d; + player[11] += (player[11]-player[15])*d; + player[12] += (player[12]-player[16])*d; + + d = 36/(pow((player[3]-parts[i].x), 2) + pow((player[4]-parts[i].y), 2)+36) - 0.5; + parts[i].vx -= (player[3]-parts[i].x)*d; + parts[i].vy -= (player[4]-parts[i].y)*d; + player[3] += (player[3]-parts[i].x)*d; + player[4] += (player[4]-parts[i].y)*d; + + d = 36/(pow((player[11]-parts[i].x), 2) + pow((player[12]-parts[i].y), 2)+36) - 0.5; + parts[i].vx -= (player[11]-parts[i].x)*d; + parts[i].vy -= (player[12]-parts[i].y)*d; + player[11] += (player[11]-parts[i].x)*d; + player[12] += (player[12]-parts[i].y)*d; + + //Side collisions checking + for (nx = -3; nx <= 3; nx++) + { + r = pmap[(int)(player[16]-2)][(int)(player[15]+nx)]; + if (r && pstates[r&0xFF].state != ST_GAS && pstates[r&0xFF].state != ST_LIQUID) + player[15] -= nx; + + r = pmap[(int)(player[8]-2)][(int)(player[7]+nx)]; + if (r && pstates[r&0xFF].state != ST_GAS && pstates[r&0xFF].state != ST_LIQUID) + player[7] -= nx; + } + + //Collision checks + for (ny = -2-(int)parts[i].vy; ny<=0; ny++) + { + r = pmap[(int)(player[8]+ny)][(int)(player[7]+0.5)]; //This is to make coding more pleasant :-) + + //For left leg + if (r && (r&0xFF)!=PT_STKM) + { + if (pstates[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG) //Liquid checks //Liquid checks + { + if (parts[i].y<(player[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) + { + player[8] += ny-1; + parts[i].vy -= 0.5*parts[i].vy*dt; + } + } + player[9] = player[7]; + } + + r = pmap[(int)(player[16]+ny)][(int)(player[15]+0.5)]; + + //For right leg + if (r && (r&0xFF)!=PT_STKM) + { + if (pstates[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG) + { + if (parts[i].y<(player[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) + { + player[16] += ny-1; + parts[i].vy -= 0.5*parts[i].vy*dt; + } + } + player[17] = player[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((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1) + { + player[21] -= 0.2; + player[25] += 0.2; + } + + if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1) + { + player[19] -= 0.2; + player[23] += 0.2; + } + + //If legs touch something + r = pmap[(int)(player[8]+0.5)][(int)(player[7]+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; + player[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)(player[16]+0.5)][(int)(player[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; + player[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; + + isplayer = 1; +} diff --git a/src/elements/stkm2.c b/src/elements/stkm2.c new file mode 100644 index 000000000..89cec1059 --- /dev/null +++ b/src/elements/stkm2.c @@ -0,0 +1,404 @@ +#include + +int update_SPAWN2(UPDATE_FUNC_ARGS) { + if (death2) + { + player2spawn = create_part(-1,x,y,PT_STKM2); + isplayer2 = 1; + death2 = 0; + } + return 0; +} + +int update_STKM2(UPDATE_FUNC_ARGS) { + int r; + float pp, d; + 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 || death2 || (pv[y/CELL][x/CELL]>=4.5f && player2[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, 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 + return 1; + } + + 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)0 && (r>>8)>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)0 && (r>>8)>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; + return 0; +} diff --git a/src/powder.c b/src/powder.c index 4fd4dd915..282cb3a9e 100644 --- a/src/powder.c +++ b/src/powder.c @@ -58,7 +58,7 @@ static void photoelectric_effect(int nx, int ny) 0 = No move/Bounce 2 = Both particles occupy the same space. */ -static int eval_move(int pt, int nx, int ny, unsigned *rr) +int eval_move(int pt, int nx, int ny, unsigned *rr) { unsigned r; @@ -125,9 +125,6 @@ static int eval_move(int pt, int nx, int ny, unsigned *rr) return 1; } -static void create_cherenkov_photon(int pp); -static void create_gain_photon(int pp); - int try_move(int i, int x, int y, int nx, int ny) { unsigned r, e; @@ -1339,11 +1336,6 @@ void update_particles_i(pixel *vid, int start, int inc) lx = parts[i].x; ly = parts[i].y; t = parts[i].type; - if (ptypes[t].update_func) - { - if (ptypes[t].update_func (i)) - goto killed; - } //printf("parts[%d].type: %d\n", i, parts[i].type); @@ -1687,9 +1679,6 @@ void update_particles_i(pixel *vid, int start, int inc) parts[i].vy = rr*sinf(rrr); create_part(i, x, y, t); } - if (t==PT_PSTE) - if (parts[i].temp>747.0f) - t = parts[i].type = PT_BRCK; if (t==PT_SPRK&&parts[i].ctype==PT_ETRD&&parts[i].life==1) { nearp = nearest_part(i, PT_ETRD); @@ -4053,804 +4042,6 @@ killed: if (parts[i].type == PT_NONE) continue; } - if (t==PT_STKM) - { - 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 && player[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, player[2]); - create_part(-1, x+r+1, y+2, player[2]); - create_part(-1, x-2, y+r+1, player[2]); - create_part(-1, x+2, y+r, player[2]); - } - kill_part(i); //Kill him - goto killed; - } - - parts[i].vy += -0.7*dt; //Head up! - - //Verlet integration - pp = 2*player[3]-player[5]+player[19]*dt*dt;; - player[5] = player[3]; - player[3] = pp; - pp = 2*player[4]-player[6]+player[20]*dt*dt;; - player[6] = player[4]; - player[4] = pp; - - pp = 2*player[7]-player[9]+player[21]*dt*dt;; - player[9] = player[7]; - player[7] = pp; - pp = 2*player[8]-player[10]+(player[22]+1)*dt*dt;; - player[10] = player[8]; - player[8] = pp; - - pp = 2*player[11]-player[13]+player[23]*dt*dt;; - player[13] = player[11]; - player[11] = pp; - pp = 2*player[12]-player[14]+player[24]*dt*dt;; - player[14] = player[12]; - player[12] = pp; - - pp = 2*player[15]-player[17]+player[25]*dt*dt;; - player[17] = player[15]; - player[15] = pp; - pp = 2*player[16]-player[18]+(player[26]+1)*dt*dt;; - player[18] = player[16]; - player[16] = pp; - - //Setting acceleration to 0 - player[19] = 0; - player[20] = 0; - - player[21] = 0; - player[22] = 0; - - player[23] = 0; - player[24] = 0; - - player[25] = 0; - player[26] = 0; - - //Go left - if (((int)(player[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)(player[8]-1)][(int)(player[7])]) - { - player[21] = -3; - player[22] = -2; - player[19] = -2; - } - - if (pmap[(int)(player[16]-1)][(int)(player[15])]) - { - player[25] = -3; - player[26] = -2; - player[23] = -2; - } - } - else - { - if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids - { - player[21] = -1; - player[22] = -1; - player[19] = -1; - } - - if (pmap[(int)(player[16]-1)][(int)(player[15])]) - { - player[25] = -1; - player[26] = -1; - player[23] = -1; - } - } - } - - //Go right - if (((int)(player[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)(player[8]-1)][(int)(player[7])]) - { - player[21] = 3; - player[22] = -2; - player[19] = 2; - } - - if (pmap[(int)(player[16]-1)][(int)(player[15])]) - { - player[25] = 3; - player[26] = -2; - player[23] = 2; - } - } - else - { - if (pmap[(int)(player[8]-1)][(int)(player[7])]) - { - player[21] = 1; - player[22] = -1; - player[19] = 1; - } - - if (pmap[(int)(player[16]-1)][(int)(player[15])]) - { - player[25] = 1; - player[26] = -1; - player[23] = 1; - } - - } - } - - //Jump - if (((int)(player[0])&0x04) == 0x04 && (pstates[pmap[(int)(player[8]-0.5)][(int)(player[7])]&0xFF].state != ST_GAS || pstates[pmap[(int)(player[16]-0.5)][(int)(player[15])]&0xFF].state != ST_GAS)) - { - if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])]) - { - parts[i].vy = -5; - player[22] -= 1; - player[26] -= 1; - } - } - - //Charge detector wall if foot inside - if (bmap[(int)(player[8]+0.5)/CELL][(int)(player[7]+0.5)/CELL]==WL_DETECT) - set_emap((int)player[7]/CELL, (int)player[8]/CELL); - if (bmap[(int)(player[16]+0.5)/CELL][(int)(player[15]+0.5)/CELL]==WL_DETECT) - set_emap((int)(player[15]+0.5)/CELL, (int)(player[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) - { - player[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) - player[2] = SPC_AIR; - } - - //Head position - nx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01); - ny = y - 3*(player[1] == 0); - - //Spawn - if (((int)(player[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 (player[2] == SPC_AIR) - create_parts(nx + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01), ny, 4, 4, SPC_AIR); - else - create_part(-1, nx, ny, player[2]); - - r = pmap[ny][nx]; - if ( ((r>>8) < NPART) && (r>>8)>=0 && player[2] != PT_PHOT && player[2] != SPC_AIR) - parts[r>>8].vx = parts[r>>8].vx + 5*((((int)player[1])&0x02) == 0x02) - 5*(((int)(player[1])&0x01) == 0x01); - if (((r>>8) < NPART) && (r>>8)>=0 && player[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)player[1])&0x02) == 0x02) - (((int)(player[1])&0x01) == 0x01))*random; - } - } - - } - } - } - - //Simulation of joints - d = 25/(pow((player[3]-player[7]), 2) + pow((player[4]-player[8]), 2)+25) - 0.5; //Fast distance - player[7] -= (player[3]-player[7])*d; - player[8] -= (player[4]-player[8])*d; - player[3] += (player[3]-player[7])*d; - player[4] += (player[4]-player[8])*d; - - d = 25/(pow((player[11]-player[15]), 2) + pow((player[12]-player[16]), 2)+25) - 0.5; - player[15] -= (player[11]-player[15])*d; - player[16] -= (player[12]-player[16])*d; - player[11] += (player[11]-player[15])*d; - player[12] += (player[12]-player[16])*d; - - d = 36/(pow((player[3]-parts[i].x), 2) + pow((player[4]-parts[i].y), 2)+36) - 0.5; - parts[i].vx -= (player[3]-parts[i].x)*d; - parts[i].vy -= (player[4]-parts[i].y)*d; - player[3] += (player[3]-parts[i].x)*d; - player[4] += (player[4]-parts[i].y)*d; - - d = 36/(pow((player[11]-parts[i].x), 2) + pow((player[12]-parts[i].y), 2)+36) - 0.5; - parts[i].vx -= (player[11]-parts[i].x)*d; - parts[i].vy -= (player[12]-parts[i].y)*d; - player[11] += (player[11]-parts[i].x)*d; - player[12] += (player[12]-parts[i].y)*d; - - //Side collisions checking - for (nx = -3; nx <= 3; nx++) - { - r = pmap[(int)(player[16]-2)][(int)(player[15]+nx)]; - if (r && pstates[r&0xFF].state != ST_GAS && pstates[r&0xFF].state != ST_LIQUID) - player[15] -= nx; - - r = pmap[(int)(player[8]-2)][(int)(player[7]+nx)]; - if (r && pstates[r&0xFF].state != ST_GAS && pstates[r&0xFF].state != ST_LIQUID) - player[7] -= nx; - } - - //Collision checks - for (ny = -2-(int)parts[i].vy; ny<=0; ny++) - { - r = pmap[(int)(player[8]+ny)][(int)(player[7]+0.5)]; //This is to make coding more pleasant :-) - - //For left leg - if (r && (r&0xFF)!=PT_STKM) - { - if (pstates[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG) //Liquid checks //Liquid checks - { - if (parts[i].y<(player[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) - { - player[8] += ny-1; - parts[i].vy -= 0.5*parts[i].vy*dt; - } - } - player[9] = player[7]; - } - - r = pmap[(int)(player[16]+ny)][(int)(player[15]+0.5)]; - - //For right leg - if (r && (r&0xFF)!=PT_STKM) - { - if (pstates[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG) - { - if (parts[i].y<(player[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) - { - player[16] += ny-1; - parts[i].vy -= 0.5*parts[i].vy*dt; - } - } - player[17] = player[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((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1) - { - player[21] -= 0.2; - player[25] += 0.2; - } - - if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1) - { - player[19] -= 0.2; - player[23] += 0.2; - } - - //If legs touch something - r = pmap[(int)(player[8]+0.5)][(int)(player[7]+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; - player[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)(player[16]+0.5)][(int)(player[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; - player[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; - - 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 || death2 == 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... - { - 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)0 && (r>>8)>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)0 && (r>>8)>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_SPAWN) - { - if (death==1) - { - playerspawn = create_part(-1,x,y,PT_STKM); - isplayer = 1; - } - death = 0; - } - if (t==PT_SPAWN2) - { - if (death2==1) - { - player2spawn = create_part(-1,x,y,PT_STKM2); - isplayer2 = 1; - } - death2 = 0; - } if (t==PT_CLNE) { if (!parts[i].ctype) @@ -4895,47 +4086,6 @@ killed: } } - if (parts[i].type==PT_PCLN) - { - if (!parts[i].ctype) - for (nx=-1; nx<2; nx++) - for (ny=-1; ny<2; ny++) - if (x+nx>=0 && y+ny>0 && - x+nx303&&parts[i].temp<317) { @@ -4965,6 +4115,12 @@ killed: continue; } + if (ptypes[t].update_func) + { + if ((*(ptypes[t].update_func))(i,x,y,nx,ny,lx,ly)) + continue; + } + if (parts[i].type == PT_PHOT) { rt = pmap[ny][nx] & 0xFF;