Stickman bottom edge fix (savask)
This commit is contained in:
parent
dbba90eb01
commit
8768223f46
661
powder.c
Executable file → Normal file
661
powder.c
Executable file → Normal file
@ -1115,8 +1115,10 @@ inline int create_part(int p, int x, int y, int t)
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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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player[2] = PT_DUST;
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player[3] = x-1; //Setting legs positions
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player[3] = x-1; //Setting legs positions
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player[4] = y+6;
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player[5] = x-1;
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player[6] = y+6;
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@ -2325,369 +2327,376 @@ killed:
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continue;
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}
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if(t==PT_STKM)
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{
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//Tempirature handling
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if(parts[i].temp<-30)
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parts[i].life -= 0.2;
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if((parts[i].temp<36.6f) && (parts[i].temp>=-30))
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parts[i].temp += 1;
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if(t==PT_STKM)
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{
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//Tempirature handling
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if(parts[i].temp<-30)
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parts[i].life -= 0.2;
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if((parts[i].temp<36.6f) && (parts[i].temp>=-30))
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parts[i].temp += 1;
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//Death
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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...
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{
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for(r=-2; r<=1; r++)
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{
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create_part(-1, x+r, y-2, player[2]);
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create_part(-1, x+r+1, y+2, player[2]);
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create_part(-1, x-2, y+r+1, player[2]);
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create_part(-1, x+2, y+r, player[2]);
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}
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kill_part(i); //Kill him
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goto killed;
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}
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//Death
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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...
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{
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for(r=-2; r<=1; r++)
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{
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create_part(-1, x+r, y-2, player[2]);
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create_part(-1, x+r+1, y+2, player[2]);
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create_part(-1, x-2, y+r+1, player[2]);
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create_part(-1, x+2, y+r, player[2]);
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}
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kill_part(i); //Kill him
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goto killed;
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}
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//Verlet integration
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pp = 2*player[3]-player[5];
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player[5] = player[3];
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player[3] = pp;
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pp = 2*player[4]-player[6];
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player[6] = player[4];
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player[4] = pp;
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//Verlet integration
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pp = 2*player[3]-player[5];
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player[5] = player[3];
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player[3] = pp;
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pp = 2*player[4]-player[6];
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player[6] = player[4];
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player[4] = pp;
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pp = 2*player[7]-player[9];
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player[9] = player[7];
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player[7] = pp;
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pp = 2*player[8]-player[10]+1;
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player[10] = player[8];
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player[8] = pp;
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pp = 2*player[7]-player[9];
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player[9] = player[7];
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player[7] = pp;
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pp = 2*player[8]-player[10]+1;
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player[10] = player[8];
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player[8] = pp;
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pp = 2*player[11]-player[13];
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player[13] = player[11];
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player[11] = pp;
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pp = 2*player[12]-player[14];
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player[14] = player[12];
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player[12] = pp;
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pp = 2*player[11]-player[13];
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player[13] = player[11];
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player[11] = pp;
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pp = 2*player[12]-player[14];
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player[14] = player[12];
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player[12] = pp;
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pp = 2*player[15]-player[17];
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player[17] = player[15];
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player[15] = pp;
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pp = 2*player[16]-player[18]+1;
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player[18] = player[16];
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player[16] = pp;
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pp = 2*player[15]-player[17];
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player[17] = player[15];
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player[15] = pp;
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pp = 2*player[16]-player[18]+1;
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player[18] = player[16];
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player[16] = pp;
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//Go left
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if (((int)(player[0])&0x01) == 0x01)
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{
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if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID
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&& (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG)
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{
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if (pmap[(int)(player[8]-1)][(int)(player[7])])
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{
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player[9] += 3;
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player[10] += 2;
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player[5] += 2;
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}
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//Go left
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if (((int)(player[0])&0x01) == 0x01)
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{
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if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID
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&& (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG)
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{
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if (pmap[(int)(player[8]-1)][(int)(player[7])])
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{
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player[9] += 3;
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player[10] += 2;
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player[5] += 2;
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}
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if (pmap[(int)(player[16]-1)][(int)(player[15])])
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{
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player[17] += 3;
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player[18] += 2;
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player[13] +=2;
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}
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}
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else
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{
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if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids
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{
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player[9] += 1;
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player[10] += 1;
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player[5] += 1;
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}
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if (pmap[(int)(player[16]-1)][(int)(player[15])])
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{
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player[17] += 3;
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player[18] += 2;
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player[13] +=2;
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}
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}
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else
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{
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if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids
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{
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player[9] += 1;
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player[10] += 1;
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player[5] += 1;
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}
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if (pmap[(int)(player[16]-1)][(int)(player[15])])
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{
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player[17] += 1;
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player[18] += 1;
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player[13] +=1;
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}
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}
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}
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if (pmap[(int)(player[16]-1)][(int)(player[15])])
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{
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player[17] += 1;
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player[18] += 1;
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player[13] +=1;
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}
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}
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}
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//Go right
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if (((int)(player[0])&0x02) == 0x02)
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{
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if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID
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&& (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG)
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{
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if (pmap[(int)(player[8]-1)][(int)(player[7])])
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{
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player[9] -= 3;
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player[10] += 2;
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player[5] -= 2;
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}
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//Go right
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if (((int)(player[0])&0x02) == 0x02)
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{
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if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID
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&& (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG)
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{
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if (pmap[(int)(player[8]-1)][(int)(player[7])])
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{
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player[9] -= 3;
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player[10] += 2;
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player[5] -= 2;
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}
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if (pmap[(int)(player[16]-1)][(int)(player[15])])
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{
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player[17] -= 3;
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player[18] += 2;
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player[13] -= 2;
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}
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}
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else
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{
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if (pmap[(int)(player[8]-1)][(int)(player[7])])
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{
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player[9] -= 1;
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player[10] += 1;
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player[5] -= 1;
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}
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if (pmap[(int)(player[16]-1)][(int)(player[15])])
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{
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player[17] -= 3;
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player[18] += 2;
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player[13] -= 2;
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}
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}
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else
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{
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if (pmap[(int)(player[8]-1)][(int)(player[7])])
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{
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player[9] -= 1;
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player[10] += 1;
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player[5] -= 1;
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}
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if (pmap[(int)(player[16]-1)][(int)(player[15])])
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{
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player[17] -= 1;
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player[18] += 1;
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player[13] -= 1;
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}
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if (pmap[(int)(player[16]-1)][(int)(player[15])])
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{
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player[17] -= 1;
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player[18] += 1;
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player[13] -= 1;
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}
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}
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}
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}
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}
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//Charge detector wall if foot inside
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if(bmap[(int)(player[8]+0.5)/CELL][(int)(player[7]+0.5)/CELL]==6)
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set_emap((int)player[7]/CELL, (int)player[8]/CELL);
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if(bmap[(int)(player[16]+0.5)/CELL][(int)(player[15]+0.5)/CELL]==6)
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set_emap((int)(player[15]+0.5)/CELL, (int)(player[16]+0.5)/CELL);
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//Charge detector wall if foot inside
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if(bmap[(int)(player[8]+0.5)/CELL][(int)(player[7]+0.5)/CELL]==6)
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set_emap((int)player[7]/CELL, (int)player[8]/CELL);
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if(bmap[(int)(player[16]+0.5)/CELL][(int)(player[15]+0.5)/CELL]==6)
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set_emap((int)(player[15]+0.5)/CELL, (int)(player[16]+0.5)/CELL);
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//Searching for particles near head
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for(nx = -2; nx <= 2; nx++)
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for(ny = 0; ny>=-2; ny--)
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{
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if(!pmap[ny+y][nx+x] || (pmap[ny+y][nx+x]>>8)>=NPART)
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continue;
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if((pstates[pmap[ny+y][nx+x]&0xFF].state != ST_SOLID && (pmap[ny+y][nx+x]&0xFF)!=PT_STKM
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&& (pmap[ny+y][nx+x]&0xFF)!=PT_WHOL && (pmap[ny+y][nx+x]&0xFF)!=PT_BHOL)
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|| (pmap[ny+y][nx+x]&0xFF) == PT_LNTG)
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{
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player[2] = pmap[ny+y][nx+x]&0xFF; //Current element
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}
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if((pmap[ny+y][nx+x]&0xFF) == PT_PLNT && parts[i].life<100) //Plant gives him 5 HP
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{
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if(parts[i].life<=95)
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parts[i].life += 5;
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else
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parts[i].life = 100;
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kill_part(pmap[ny+y][nx+x]>>8);
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}
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//Searching for particles near head
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for(nx = -2; nx <= 2; nx++)
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for(ny = 0; ny>=-2; ny--)
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{
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if(!pmap[ny+y][nx+x] || (pmap[ny+y][nx+x]>>8)>=NPART)
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continue;
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if(((pstates[pmap[ny+y][nx+x]&0xFF].state != ST_SOLID || ptypes[pmap[ny+y][nx+x]&0xFF].falldown > 0) &&
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(pmap[ny+y][nx+x]&0xFF)!=PT_STKM
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&& (pmap[ny+y][nx+x]&0xFF)!=PT_WHOL && (pmap[ny+y][nx+x]&0xFF)!=PT_BHOL)
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|| (pmap[ny+y][nx+x]&0xFF) == PT_LNTG)
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{
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player[2] = pmap[ny+y][nx+x]&0xFF; //Current element
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}
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if((pmap[ny+y][nx+x]&0xFF) == PT_PLNT && parts[i].life<100) //Plant gives him 5 HP
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{
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if(parts[i].life<=95)
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parts[i].life += 5;
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else
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parts[i].life = 100;
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kill_part(pmap[ny+y][nx+x]>>8);
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}
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if((pmap[ny+y][nx+x]&0xFF) == PT_NEUT)
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{
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parts[i].life -= (102-parts[i].life)/2;
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kill_part(pmap[ny+y][nx+x]>>8);
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}
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}
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if((pmap[ny+y][nx+x]&0xFF) == PT_NEUT)
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{
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parts[i].life -= (102-parts[i].life)/2;
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kill_part(pmap[ny+y][nx+x]>>8);
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}
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}
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//Head position
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nx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01);
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ny = y - 3*(player[1] == 0);
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//Head position
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nx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01);
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ny = y - 3*(player[1] == 0);
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//Spawn
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if(((int)(player[0])&0x08) == 0x08)
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{
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ny -= 2*(rand()%2)+1;
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r = pmap[ny][nx];
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if(!((r>>8)>=NPART))
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{
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if(pstates[r&0xFF].state == ST_SOLID)
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{
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create_part(-1, nx, ny, PT_SPRK);
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}
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else
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{
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create_part(-1, nx, ny, player[2]);
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r = pmap[ny][nx];
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if( ((r>>8) < NPART) && (r>>8)>=0 && player[2]!=PT_PHOT)
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parts[r>>8].vx = parts[r>>8].vx + 5*((((int)player[1])&0x02) == 0x02) - 5*(((int)(player[1])&0x01) == 0x01);
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if(((r>>8) < NPART) && (r>>8)>=0 && player[2] == PT_PHOT)
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{
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int random = abs(rand()%3-1)*3;
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if (random==0)
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{
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parts[r>>8].life = 0;
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parts[r>>8].type = PT_NONE;
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}
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else
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{
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parts[r>>8].vy = 0;
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parts[r>>8].vx = (((((int)player[1])&0x02) == 0x02) - (((int)(player[1])&0x01) == 0x01))*random;
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}
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}
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//Spawn
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if(((int)(player[0])&0x08) == 0x08)
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{
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ny -= 2*(rand()%2)+1;
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r = pmap[ny][nx];
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if(!((r>>8)>=NPART))
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{
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if(pstates[r&0xFF].state == ST_SOLID)
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{
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create_part(-1, nx, ny, PT_SPRK);
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}
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else
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{
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create_part(-1, nx, ny, player[2]);
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r = pmap[ny][nx];
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if( ((r>>8) < NPART) && (r>>8)>=0 && player[2]!=PT_PHOT)
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parts[r>>8].vx = parts[r>>8].vx + 5*((((int)player[1])&0x02) == 0x02) - 5*(((int)(player[1])&0x01) == 0x01);
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if(((r>>8) < NPART) && (r>>8)>=0 && player[2] == PT_PHOT)
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{
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int random = abs(rand()%3-1)*3;
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if (random==0)
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{
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parts[r>>8].life = 0;
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parts[r>>8].type = PT_NONE;
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}
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else
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{
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parts[r>>8].vy = -(player[1] == 0)*random;
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parts[r>>8].vx = (player[1]!=0)*(((((int)player[1])&0x02) == 0x02) - (((int)(player[1])&0x01) == 0x01))*random;
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}
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}
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}
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}
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}
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}
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}
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}
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//Jump
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if (((int)(player[0])&0x04) == 0x04)
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{
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if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])])
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{
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parts[i].vy = -5;
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player[10] += 1;
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player[18] += 1;
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}
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//Jump
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if (((int)(player[0])&0x04) == 0x04)
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{
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if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])])
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{
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parts[i].vy = -5;
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player[10] += 1;
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player[18] += 1;
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}
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}
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}
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//Simulation of joints
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d = 25/(pow((player[3]-player[7]), 2) + pow((player[4]-player[8]), 2)+25) - 0.5; //Fast distance
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player[7] -= (player[3]-player[7])*d;
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player[8] -= (player[4]-player[8])*d;
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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();
|
||||
|
Loading…
Reference in New Issue
Block a user