Stickman bottom edge fix (savask)

This commit is contained in:
FacialTurd 2010-08-20 20:25:27 +08:00 committed by antb
parent dbba90eb01
commit 8768223f46

661
powder.c Executable file → Normal file
View File

@ -1115,8 +1115,10 @@ inline int create_part(int p, int x, int y, int t)
parts[i].life = 100;
parts[i].ctype = 0;
parts[i].temp = ptypes[t].heat;
player[2] = PT_DUST;
player[3] = x-1; //Setting legs positions
player[3] = x-1; //Setting legs positions
player[4] = y+6;
player[5] = x-1;
player[6] = y+6;
@ -2325,369 +2327,376 @@ killed:
continue;
}
if(t==PT_STKM)
{
//Tempirature handling
if(parts[i].temp<-30)
parts[i].life -= 0.2;
if((parts[i].temp<36.6f) && (parts[i].temp>=-30))
parts[i].temp += 1;
if(t==PT_STKM)
{
//Tempirature handling
if(parts[i].temp<-30)
parts[i].life -= 0.2;
if((parts[i].temp<36.6f) && (parts[i].temp>=-30))
parts[i].temp += 1;
//Death
if(parts[i].life<=0 || pv[y/CELL][x/CELL]>=4.5f) //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;
}
//Death
if(parts[i].life<=0 || pv[y/CELL][x/CELL]>=4.5f) //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;
}
//Verlet integration
pp = 2*player[3]-player[5];
player[5] = player[3];
player[3] = pp;
pp = 2*player[4]-player[6];
player[6] = player[4];
player[4] = pp;
//Verlet integration
pp = 2*player[3]-player[5];
player[5] = player[3];
player[3] = pp;
pp = 2*player[4]-player[6];
player[6] = player[4];
player[4] = pp;
pp = 2*player[7]-player[9];
player[9] = player[7];
player[7] = pp;
pp = 2*player[8]-player[10]+1;
player[10] = player[8];
player[8] = pp;
pp = 2*player[7]-player[9];
player[9] = player[7];
player[7] = pp;
pp = 2*player[8]-player[10]+1;
player[10] = player[8];
player[8] = pp;
pp = 2*player[11]-player[13];
player[13] = player[11];
player[11] = pp;
pp = 2*player[12]-player[14];
player[14] = player[12];
player[12] = pp;
pp = 2*player[11]-player[13];
player[13] = player[11];
player[11] = pp;
pp = 2*player[12]-player[14];
player[14] = player[12];
player[12] = pp;
pp = 2*player[15]-player[17];
player[17] = player[15];
player[15] = pp;
pp = 2*player[16]-player[18]+1;
player[18] = player[16];
player[16] = pp;
pp = 2*player[15]-player[17];
player[17] = player[15];
player[15] = pp;
pp = 2*player[16]-player[18]+1;
player[18] = player[16];
player[16] = pp;
//Go left
if (((int)(player[0])&0x01) == 0x01)
{
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[9] += 3;
player[10] += 2;
player[5] += 2;
}
//Go left
if (((int)(player[0])&0x01) == 0x01)
{
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[9] += 3;
player[10] += 2;
player[5] += 2;
}
if (pmap[(int)(player[16]-1)][(int)(player[15])])
{
player[17] += 3;
player[18] += 2;
player[13] +=2;
}
}
else
{
if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids
{
player[9] += 1;
player[10] += 1;
player[5] += 1;
}
if (pmap[(int)(player[16]-1)][(int)(player[15])])
{
player[17] += 3;
player[18] += 2;
player[13] +=2;
}
}
else
{
if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids
{
player[9] += 1;
player[10] += 1;
player[5] += 1;
}
if (pmap[(int)(player[16]-1)][(int)(player[15])])
{
player[17] += 1;
player[18] += 1;
player[13] +=1;
}
}
}
if (pmap[(int)(player[16]-1)][(int)(player[15])])
{
player[17] += 1;
player[18] += 1;
player[13] +=1;
}
}
}
//Go right
if (((int)(player[0])&0x02) == 0x02)
{
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[9] -= 3;
player[10] += 2;
player[5] -= 2;
}
//Go right
if (((int)(player[0])&0x02) == 0x02)
{
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[9] -= 3;
player[10] += 2;
player[5] -= 2;
}
if (pmap[(int)(player[16]-1)][(int)(player[15])])
{
player[17] -= 3;
player[18] += 2;
player[13] -= 2;
}
}
else
{
if (pmap[(int)(player[8]-1)][(int)(player[7])])
{
player[9] -= 1;
player[10] += 1;
player[5] -= 1;
}
if (pmap[(int)(player[16]-1)][(int)(player[15])])
{
player[17] -= 3;
player[18] += 2;
player[13] -= 2;
}
}
else
{
if (pmap[(int)(player[8]-1)][(int)(player[7])])
{
player[9] -= 1;
player[10] += 1;
player[5] -= 1;
}
if (pmap[(int)(player[16]-1)][(int)(player[15])])
{
player[17] -= 1;
player[18] += 1;
player[13] -= 1;
}
if (pmap[(int)(player[16]-1)][(int)(player[15])])
{
player[17] -= 1;
player[18] += 1;
player[13] -= 1;
}
}
}
}
}
//Charge detector wall if foot inside
if(bmap[(int)(player[8]+0.5)/CELL][(int)(player[7]+0.5)/CELL]==6)
set_emap((int)player[7]/CELL, (int)player[8]/CELL);
if(bmap[(int)(player[16]+0.5)/CELL][(int)(player[15]+0.5)/CELL]==6)
set_emap((int)(player[15]+0.5)/CELL, (int)(player[16]+0.5)/CELL);
//Charge detector wall if foot inside
if(bmap[(int)(player[8]+0.5)/CELL][(int)(player[7]+0.5)/CELL]==6)
set_emap((int)player[7]/CELL, (int)player[8]/CELL);
if(bmap[(int)(player[16]+0.5)/CELL][(int)(player[15]+0.5)/CELL]==6)
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((pstates[pmap[ny+y][nx+x]&0xFF].state != ST_SOLID && (pmap[ny+y][nx+x]&0xFF)!=PT_STKM
&& (pmap[ny+y][nx+x]&0xFF)!=PT_WHOL && (pmap[ny+y][nx+x]&0xFF)!=PT_BHOL)
|| (pmap[ny+y][nx+x]&0xFF) == PT_LNTG)
{
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);
}
//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(((pstates[pmap[ny+y][nx+x]&0xFF].state != ST_SOLID || ptypes[pmap[ny+y][nx+x]&0xFF].falldown > 0) &&
(pmap[ny+y][nx+x]&0xFF)!=PT_STKM
&& (pmap[ny+y][nx+x]&0xFF)!=PT_WHOL && (pmap[ny+y][nx+x]&0xFF)!=PT_BHOL)
|| (pmap[ny+y][nx+x]&0xFF) == PT_LNTG)
{
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((pmap[ny+y][nx+x]&0xFF) == PT_NEUT)
{
parts[i].life -= (102-parts[i].life)/2;
kill_part(pmap[ny+y][nx+x]>>8);
}
}
//Head position
nx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01);
ny = y - 3*(player[1] == 0);
//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
{
create_part(-1, nx, ny, player[2]);
r = pmap[ny][nx];
if( ((r>>8) < NPART) && (r>>8)>=0 && player[2]!=PT_PHOT)
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;
}
}
//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
{
create_part(-1, nx, ny, player[2]);
r = pmap[ny][nx];
if( ((r>>8) < NPART) && (r>>8)>=0 && player[2]!=PT_PHOT)
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 = -(player[1] == 0)*random;
parts[r>>8].vx = (player[1]!=0)*(((((int)player[1])&0x02) == 0x02) - (((int)(player[1])&0x01) == 0x01))*random;
}
}
}
}
}
}
}
}
//Jump
if (((int)(player[0])&0x04) == 0x04)
{
if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])])
{
parts[i].vy = -5;
player[10] += 1;
player[18] += 1;
}
//Jump
if (((int)(player[0])&0x04) == 0x04)
{
if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])])
{
parts[i].vy = -5;
player[10] += 1;
player[18] += 1;
}
}
}
//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;
//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 = 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[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;
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++)
{
if(pmap[(int)(player[16]-2)][(int)(player[15]+nx)])
player[15] -= nx;
//Side collisions checking
for(nx = -3; nx <= 3; nx++)
{
if(pmap[(int)(player[16]-2)][(int)(player[15]+nx)])
player[15] -= nx;
if(pmap[(int)(player[8]-2)][(int)(player[7]+nx)])
player[7] -= nx;
}
if(pmap[(int)(player[8]-2)][(int)(player[7]+nx)])
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 :-)
//Collision checks
for(ny = -2-(int)parts[i].vy; ny<=0; ny++)
{
if ((int)(ny+player[8])>=YRES)
continue;
//For left leg
if (r && (r&0xFF)!=PT_STKM)
{
if(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG) //Liquid checks
{
if(parts[i].y<(player[8]-10))
parts[i].vy = 1;
else
parts[i].vy = 0;
if(abs(parts[i].vx)>1)
parts[i].vx *= 0.5;
}
else
{
player[8] += ny-1;
parts[i].vy -= 0.5*parts[i].vy;
}
player[9] = player[7];
}
r = pmap[(int)(player[8]+ny)][(int)(player[7]+0.5)]; //This is to make coding more pleasant :-)
r = pmap[(int)(player[16]+ny)][(int)(player[15]+0.5)];
//For left leg
if (r && (r&0xFF)!=PT_STKM)
{
if(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG) //Liquid checks
{
if(parts[i].y<(player[8]-10))
parts[i].vy = 1;
else
parts[i].vy = 0;
if(abs(parts[i].vx)>1)
parts[i].vx *= 0.5;
}
else
{
player[8] += ny-1;
parts[i].vy -= 0.5*parts[i].vy;
}
player[9] = player[7];
}
//For right leg
if (r && (r&0xFF)!=PT_STKM)
{
if(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG)
{
if(parts[i].y<(player[16]-10))
parts[i].vy = 1;
else
parts[i].vy = 0;
if(abs(parts[i].vx)>1)
parts[i].vx *= 0.5;
}
else
{
player[16] += ny-1;
parts[i].vy -= 0.5*parts[i].vy;
}
player[17] = player[15];
}
if ((int)(ny+player[16])>=YRES)
continue;
//If it falls too fast
if (parts[i].vy>=30)
{
parts[i].y -= 10+ny;
parts[i].vy = -10;
}
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 || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG)
{
if(parts[i].y<(player[16]-10))
parts[i].vy = 1;
else
parts[i].vy = 0;
if(abs(parts[i].vx)>1)
parts[i].vx *= 0.5;
}
else
{
player[16] += ny-1;
parts[i].vy -= 0.5*parts[i].vy;
}
player[17] = player[15];
}
//Keeping legs distance
if (pow((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1)
{
player[7] += 0.2;
player[15] -= 0.2;
}
//If it falls too fast
if (parts[i].vy>=30)
{
parts[i].y -= 10+ny;
parts[i].vy = -10;
}
if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1)
{
player[3] += 0.2;
player[11] -= 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)<NPART) //If on charge
{
parts[i].life -= (int)(rand()/1000)+38;
}
//Keeping legs distance
if (pow((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1)
{
player[7] += 0.2;
player[15] -= 0.2;
}
if (r>0 && (r>>8)<NPART) //If hot or cold
{
if(parts[r>>8].temp>=50 || parts[r>>8].temp<=-30)
{
parts[i].life -= 2;
player[16] -= 1;
}
}
if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1)
{
player[3] += 0.2;
player[11] -= 0.2;
}
if ((r&0xFF)==PT_ACID) //If on acid
parts[i].life -= 5;
//If legs touch something
r = pmap[(int)(player[8]+0.5)][(int)(player[7]+0.5)];
if((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge
{
parts[i].life -= (int)(rand()/1000)+38;
}
if ((r&0xFF)==PT_PLUT) //If on plut
parts[i].life -= 1;
if (r>0 && (r>>8)<NPART) //If hot or cold
{
if(parts[r>>8].temp>=50 || parts[r>>8].temp<=-30)
{
parts[i].life -= 2;
player[16] -= 1;
}
}
r = pmap[(int)(player[16]+0.5)][(int)(player[15]+0.5)];
if((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge
{
parts[i].life -= (int)(rand()/1000)+38;
}
if ((r&0xFF)==PT_ACID) //If on acid
parts[i].life -= 5;
if(r>0 && (r>>8)<NPART) //If hot or cold
{
if(parts[r>>8].temp>=50 || parts[r>>8].temp<=-30)
{
parts[i].life -= 2;
player[8] -= 1;
}
}
if ((r&0xFF)==PT_PLUT) //If on plut
parts[i].life -= 1;
if ((r&0xFF)==PT_ACID) //If on acid
parts[i].life -= 5;
r = pmap[(int)(player[16]+0.5)][(int)(player[15]+0.5)];
if((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge
{
parts[i].life -= (int)(rand()/1000)+38;
}
if ((r&0xFF)==PT_PLUT) //If on plut
parts[i].life -= 1;
if(r>0 && (r>>8)<NPART) //If hot or cold
{
if(parts[r>>8].temp>=50 || parts[r>>8].temp<=-30)
{
parts[i].life -= 2;
player[8] -= 1;
}
}
isplayer = 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_CLNE)
{
@ -10859,7 +10868,13 @@ int main(int argc, char *argv[])
fillrect(vid_buf, 12, 12, textwidth(uitext)+8, 15, 0, 0, 0, 140);
drawtext(vid_buf, 16, 16, uitext, 32, 216, 255, 200);
}
sdl_blit(0, 0, XRES+BARSIZE, YRES+MENUSIZE, vid_buf, XRES+BARSIZE);
sdl_blit(0, 0, XRES+BARSIZE, YRES+MENUSIZE, vid_buf, XRES+BARSIZE);
//Setting an element for the stick man
if(ptypes[sr].falldown>0)
player[2] = sr;
else
player[2] = PT_DUST;
}
http_done();