diff --git a/includes/defines.h b/includes/defines.h index 0304d62d2..32eed4d60 100644 --- a/includes/defines.h +++ b/includes/defines.h @@ -154,7 +154,6 @@ extern int sys_pause; extern int framerender; extern int mousex, mousey; -extern int death; struct sign { @@ -193,10 +192,6 @@ int GRID_MODE; int VINE_MODE; int DEBUG_MODE; int GENERATION; -int isplayer2; -int playerspawn; -int player2spawn; -int death2; int ISSPAWN1; int ISSPAWN2; extern sign signs[MAXSIGNS]; @@ -209,7 +204,7 @@ extern int do_open; extern int sys_pause; extern int sys_shortcuts; extern int legacy_enable; //Used to disable new features such as heat, will be set by commandline or save. -extern int death, death2, framerender; +extern int framerender; extern pixel *vid_buf; extern unsigned char last_major, last_minor, update_flag; diff --git a/includes/powder.h b/includes/powder.h index f0a6d15d5..8651cd287 100644 --- a/includes/powder.h +++ b/includes/powder.h @@ -313,6 +313,7 @@ int update_CLST(UPDATE_FUNC_ARGS); int update_MISC(UPDATE_FUNC_ARGS); int update_legacy_PYRO(UPDATE_FUNC_ARGS); int update_legacy_all(UPDATE_FUNC_ARGS); +int run_stickman(float* playerp, UPDATE_FUNC_ARGS); struct particle @@ -932,10 +933,8 @@ int wireless[CHANNELS][2]; extern int gravwl_timeout; -extern int isplayer; -extern float player[27]; - -extern float player2[27]; +extern float player[28]; +extern float player2[28]; extern int gravityMode; extern int airMode; diff --git a/src/elements/stkm.c b/src/elements/stkm.c index 47e24a221..f3b1c3c38 100644 --- a/src/elements/stkm.c +++ b/src/elements/stkm.c @@ -1,23 +1,25 @@ #include int update_SPAWN(UPDATE_FUNC_ARGS) { - ISSPAWN1 = 1; - if (death) - { - playerspawn = create_part(-1,x,y,PT_STKM); - isplayer = 1; - death = 0; - } + if (!player[27]) + create_part(-1, x, y, PT_STKM); + return 0; } -int update_STKM(UPDATE_FUNC_ARGS) { +int update_STKM(UPDATE_FUNC_ARGS) +{ + run_stickman(player, UPDATE_FUNC_SUBCALL_ARGS); + return 0; +} + +int run_stickman(float* playerp, UPDATE_FUNC_ARGS) { int r, rx, ry; float pp, d; float dt = 0.9;///(FPSB*FPSB); //Delta time in square if ((parts[i].ctype>0 && parts[i].ctype0) || parts[i].ctype==SPC_AIR || parts[i].ctype == PT_NEUT || parts[i].ctype == PT_PHOT) - player[2] = parts[i].ctype; + playerp[2] = parts[i].ctype; //Tempirature handling if (parts[i].temp<243) @@ -25,20 +27,15 @@ int update_STKM(UPDATE_FUNC_ARGS) { if ((parts[i].temp<309.6f) && (parts[i].temp>=243)) parts[i].temp += 1; - if (isplayer) { //Already a stickman in the simulation - death = 1; - parts[i].type = PT_NONE; - } - //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... + if (parts[i].life<1 || (pv[y/CELL][x/CELL]>=4.5f && playerp[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]); + create_part(-1, x+r, y-2, playerp[2]); + create_part(-1, x+r+1, y+2, playerp[2]); + create_part(-1, x-2, y+r+1, playerp[2]); + create_part(-1, x+2, y+r, playerp[2]); } kill_part(i); //Kill him return 1; @@ -47,146 +44,146 @@ int update_STKM(UPDATE_FUNC_ARGS) { 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*playerp[3]-playerp[5]+playerp[19]*dt*dt;; + playerp[5] = playerp[3]; + playerp[3] = pp; + pp = 2*playerp[4]-playerp[6]+playerp[20]*dt*dt;; + playerp[6] = playerp[4]; + playerp[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*playerp[7]-playerp[9]+playerp[21]*dt*dt;; + playerp[9] = playerp[7]; + playerp[7] = pp; + pp = 2*playerp[8]-playerp[10]+(playerp[22]+1)*dt*dt;; + playerp[10] = playerp[8]; + playerp[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*playerp[11]-playerp[13]+playerp[23]*dt*dt;; + playerp[13] = playerp[11]; + playerp[11] = pp; + pp = 2*playerp[12]-playerp[14]+playerp[24]*dt*dt;; + playerp[14] = playerp[12]; + playerp[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; + pp = 2*playerp[15]-playerp[17]+playerp[25]*dt*dt;; + playerp[17] = playerp[15]; + playerp[15] = pp; + pp = 2*playerp[16]-playerp[18]+(playerp[26]+1)*dt*dt;; + playerp[18] = playerp[16]; + playerp[16] = pp; //Setting acceleration to 0 - player[19] = 0; - player[20] = 0; + playerp[19] = 0; + playerp[20] = 0; - player[21] = 0; - player[22] = 0; + playerp[21] = 0; + playerp[22] = 0; - player[23] = 0; - player[24] = 0; + playerp[23] = 0; + playerp[24] = 0; - player[25] = 0; - player[26] = 0; + playerp[25] = 0; + playerp[26] = 0; //Go left r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]; - if (((int)(player[0])&0x01) == 0x01 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS)) + if (((int)(playerp[0])&0x01) == 0x01 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS)) { if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID && (r&0xFF) != PT_LNTG)) { - if (pmap[(int)(player[8]-1)][(int)(player[7])]) + if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])]) { - player[21] = -3; - player[22] = -2; - player[19] = -2; + playerp[21] = -3; + playerp[22] = -2; + playerp[19] = -2; } - if (pmap[(int)(player[16]-1)][(int)(player[15])]) + if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])]) { - player[25] = -3; - player[26] = -2; - player[23] = -2; + playerp[25] = -3; + playerp[26] = -2; + playerp[23] = -2; } } else { - if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids + if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])]) //It should move another way in liquids { - player[21] = -1; - player[22] = -1; - player[19] = -1; + playerp[21] = -1; + playerp[22] = -1; + playerp[19] = -1; } - if (pmap[(int)(player[16]-1)][(int)(player[15])]) + if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])]) { - player[25] = -1; - player[26] = -1; - player[23] = -1; + playerp[25] = -1; + playerp[26] = -1; + playerp[23] = -1; } } } //Go right r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]; - if (((int)(player[0])&0x02) == 0x02 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS)) + if (((int)(playerp[0])&0x02) == 0x02 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS)) { if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID && (r&0xFF) != PT_LNTG)) { - if (pmap[(int)(player[8]-1)][(int)(player[7])]) + if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])]) { - player[21] = 3; - player[22] = -2; - player[19] = 2; + playerp[21] = 3; + playerp[22] = -2; + playerp[19] = 2; } - if (pmap[(int)(player[16]-1)][(int)(player[15])]) + if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])]) { - player[25] = 3; - player[26] = -2; - player[23] = 2; + playerp[25] = 3; + playerp[26] = -2; + playerp[23] = 2; } } else { - if (pmap[(int)(player[8]-1)][(int)(player[7])]) + if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])]) { - player[21] = 1; - player[22] = -1; - player[19] = 1; + playerp[21] = 1; + playerp[22] = -1; + playerp[19] = 1; } - if (pmap[(int)(player[16]-1)][(int)(player[15])]) + if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])]) { - player[25] = 1; - player[26] = -1; - player[23] = 1; + playerp[25] = 1; + playerp[26] = -1; + playerp[23] = 1; } } } //Jump - if (((int)(player[0])&0x04) == 0x04 && ( - (pmap[(int)(player[8]-0.5)][(int)(player[7])]&0xFF)>=PT_NUM || - ptypes[pmap[(int)(player[8]-0.5)][(int)(player[7])]&0xFF].state != ST_GAS || - (pmap[(int)(player[16]-0.5)][(int)(player[15])]&0xFF)>=PT_NUM || - ptypes[pmap[(int)(player[16]-0.5)][(int)(player[15])]&0xFF].state != ST_GAS)) + if (((int)(playerp[0])&0x04) == 0x04 && ( + (pmap[(int)(playerp[8]-0.5)][(int)(playerp[7])]&0xFF)>=PT_NUM || + ptypes[pmap[(int)(playerp[8]-0.5)][(int)(playerp[7])]&0xFF].state != ST_GAS || + (pmap[(int)(playerp[16]-0.5)][(int)(playerp[15])]&0xFF)>=PT_NUM || + ptypes[pmap[(int)(playerp[16]-0.5)][(int)(playerp[15])]&0xFF].state != ST_GAS)) { - if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])]) + if (pmap[(int)(playerp[8]-0.5)][(int)(playerp[7])] || pmap[(int)(playerp[16]-0.5)][(int)(playerp[15])]) { parts[i].vy = -5; - player[22] -= 1; - player[26] -= 1; + playerp[22] -= 1; + playerp[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); + if (bmap[(int)(playerp[8]+0.5)/CELL][(int)(playerp[7]+0.5)/CELL]==WL_DETECT) + set_emap((int)playerp[7]/CELL, (int)playerp[8]/CELL); + if (bmap[(int)(playerp[16]+0.5)/CELL][(int)(playerp[15]+0.5)/CELL]==WL_DETECT) + set_emap((int)(playerp[15]+0.5)/CELL, (int)(playerp[16]+0.5)/CELL); //Searching for particles near head for (rx=-2; rx<3; rx++) @@ -202,7 +199,7 @@ int update_STKM(UPDATE_FUNC_ARGS) { if (ptypes[r&0xFF].falldown!=0 || (r&0xFF) == PT_NEUT || (r&0xFF) == PT_PHOT) { - player[2] = r&0xFF; //Current element + playerp[2] = r&0xFF; //Current element } if ((r&0xFF) == PT_PLNT && parts[i].life<100) //Plant gives him 5 HP { @@ -220,15 +217,15 @@ int update_STKM(UPDATE_FUNC_ARGS) { kill_part(r>>8); } if (bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_FAN) - player[2] = SPC_AIR; + playerp[2] = SPC_AIR; } //Head position - rx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01); - ry = y - 3*(player[1] == 0); + rx = x + 3*((((int)playerp[1])&0x02) == 0x02) - 3*((((int)playerp[1])&0x01) == 0x01); + ry = y - 3*(playerp[1] == 0); //Spawn - if (((int)(player[0])&0x08) == 0x08) + if (((int)(playerp[0])&0x08) == 0x08) { ry -= 2*(rand()%2)+1; r = pmap[ry][rx]; @@ -241,13 +238,13 @@ int update_STKM(UPDATE_FUNC_ARGS) { else { int np = -1; - if (player[2] == SPC_AIR) - create_parts(rx + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01), ry, 4, 4, SPC_AIR); + if (playerp[2] == SPC_AIR) + create_parts(rx + 3*((((int)playerp[1])&0x02) == 0x02) - 3*((((int)playerp[1])&0x01) == 0x01), ry, 4, 4, SPC_AIR); else - np = create_part(-1, rx, ry, player[2]); - if ( (np < NPART) && np>=0 && player[2] != PT_PHOT && player[2] != SPC_AIR) - parts[np].vx = parts[np].vx + 5*((((int)player[1])&0x02) == 0x02) - 5*(((int)(player[1])&0x01) == 0x01); - if ((np < NPART) && np>=0 && player[2] == PT_PHOT) + np = create_part(-1, rx, ry, playerp[2]); + if ( (np < NPART) && np>=0 && playerp[2] != PT_PHOT && playerp[2] != SPC_AIR) + parts[np].vx = parts[np].vx + 5*((((int)playerp[1])&0x02) == 0x02) - 5*(((int)(playerp[1])&0x01) == 0x01); + if ((np < NPART) && np>=0 && playerp[2] == PT_PHOT) { int random = abs(rand()%3-1)*3; if (random==0) @@ -257,8 +254,8 @@ int update_STKM(UPDATE_FUNC_ARGS) { else { parts[np].vy = 0; - if (((int)player[1])&(0x01|0x02)) - parts[np].vx = (((((int)player[1])&0x02) == 0x02) - (((int)(player[1])&0x01) == 0x01))*random; + if (((int)playerp[1])&(0x01|0x02)) + parts[np].vx = (((((int)playerp[1])&0x02) == 0x02) - (((int)(playerp[1])&0x01) == 0x01))*random; else parts[np].vx = random; } @@ -269,53 +266,53 @@ int update_STKM(UPDATE_FUNC_ARGS) { } //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((playerp[3]-playerp[7]), 2) + pow((playerp[4]-playerp[8]), 2)+25) - 0.5; //Fast distance + playerp[7] -= (playerp[3]-playerp[7])*d; + playerp[8] -= (playerp[4]-playerp[8])*d; + playerp[3] += (playerp[3]-playerp[7])*d; + playerp[4] += (playerp[4]-playerp[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((playerp[11]-playerp[15]), 2) + pow((playerp[12]-playerp[16]), 2)+25) - 0.5; + playerp[15] -= (playerp[11]-playerp[15])*d; + playerp[16] -= (playerp[12]-playerp[16])*d; + playerp[11] += (playerp[11]-playerp[15])*d; + playerp[12] += (playerp[12]-playerp[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((playerp[3]-parts[i].x), 2) + pow((playerp[4]-parts[i].y), 2)+36) - 0.5; + parts[i].vx -= (playerp[3]-parts[i].x)*d; + parts[i].vy -= (playerp[4]-parts[i].y)*d; + playerp[3] += (playerp[3]-parts[i].x)*d; + playerp[4] += (playerp[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((playerp[11]-parts[i].x), 2) + pow((playerp[12]-parts[i].y), 2)+36) - 0.5; + parts[i].vx -= (playerp[11]-parts[i].x)*d; + parts[i].vy -= (playerp[12]-parts[i].y)*d; + playerp[11] += (playerp[11]-parts[i].x)*d; + playerp[12] += (playerp[12]-parts[i].y)*d; //Side collisions checking for (rx = -3; rx <= 3; rx++) { - r = pmap[(int)(player[16]-2)][(int)(player[15]+rx)]; + r = pmap[(int)(playerp[16]-2)][(int)(playerp[15]+rx)]; if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID))) - player[15] -= rx; + playerp[15] -= rx; - r = pmap[(int)(player[8]-2)][(int)(player[7]+rx)]; + r = pmap[(int)(playerp[8]-2)][(int)(playerp[7]+rx)]; if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID))) - player[7] -= rx; + playerp[7] -= rx; } //Collision checks for (ry = -2-(int)parts[i].vy; ry<=0; ry++) { - r = pmap[(int)(player[8]+ry)][(int)(player[7]+0.5)]; //This is to make coding more pleasant :-) + r = pmap[(int)(playerp[8]+ry)][(int)(playerp[7]+0.5)]; //This is to make coding more pleasant :-) //For left leg if (r && (r&0xFF)!=PT_STKM) { if ((r&0xFF)=PT_NUM || ptypes[r&0xFF].state != ST_GAS) { - player[8] += ry-1; + playerp[8] += ry-1; parts[i].vy -= 0.5*parts[i].vy*dt; } } - player[9] = player[7]; + playerp[9] = playerp[7]; } - r = pmap[(int)(player[16]+ry)][(int)(player[15]+0.5)]; + r = pmap[(int)(playerp[16]+ry)][(int)(playerp[15]+0.5)]; //For right leg if (r && (r&0xFF)!=PT_STKM) { if ((r&0xFF)=PT_NUM || ptypes[r&0xFF].state != ST_GAS) { - player[16] += ry-1; + playerp[16] += ry-1; parts[i].vy -= 0.5*parts[i].vy*dt; } } - player[17] = player[15]; + playerp[17] = playerp[15]; } //If it falls too fast @@ -368,20 +365,20 @@ int update_STKM(UPDATE_FUNC_ARGS) { } //Keeping legs distance - if (pow((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1) + if (pow((playerp[7] - playerp[15]), 2)<16 && pow((playerp[8]-playerp[16]), 2)<1) { - player[21] -= 0.2; - player[25] += 0.2; + playerp[21] -= 0.2; + playerp[25] += 0.2; } - if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1) + if (pow((playerp[3] - playerp[11]), 2)<16 && pow((playerp[4]-playerp[12]), 2)<1) { - player[19] -= 0.2; - player[23] += 0.2; + playerp[19] -= 0.2; + playerp[23] += 0.2; } //If legs touch something - r = pmap[(int)(player[8]+0.5)][(int)(player[7]+0.5)]; + r = pmap[(int)(playerp[8]+0.5)][(int)(playerp[7]+0.5)]; if ((r&0xFF)==PT_SPRK && r && (r>>8)>8].temp>=323 || parts[r>>8].temp<=243) //If hot or cold { parts[i].life -= 2; - player[26] -= 1; + playerp[26] -= 1; } } @@ -402,7 +399,7 @@ int update_STKM(UPDATE_FUNC_ARGS) { if ((r&0xFF)==PT_PLUT) //If on plut parts[i].life -= 1; - r = pmap[(int)(player[16]+0.5)][(int)(player[15]+0.5)]; + r = pmap[(int)(playerp[16]+0.5)][(int)(playerp[15]+0.5)]; if ((r&0xFF)==PT_SPRK && r && (r>>8)>8].temp>=323 || parts[r>>8].temp<=243) { parts[i].life -= 2; - player[22] -= 1; + playerp[22] -= 1; } } @@ -423,7 +420,6 @@ int update_STKM(UPDATE_FUNC_ARGS) { if ((r&0xFF)==PT_PLUT) //If on plut parts[i].life -= 1; - isplayer = 1; - parts[i].ctype = player[2]; + parts[i].ctype = playerp[2]; return 0; } diff --git a/src/elements/stkm2.c b/src/elements/stkm2.c index 14f8c2c53..b1aeb208f 100644 --- a/src/elements/stkm2.c +++ b/src/elements/stkm2.c @@ -1,430 +1,14 @@ #include int update_SPAWN2(UPDATE_FUNC_ARGS) { - ISSPAWN2 = 1; - if (death2) - { - player2spawn = create_part(-1,x,y,PT_STKM2); - isplayer2 = 1; - death2 = 0; - } + if (!player2[27]) + create_part(-1, x, y, PT_STKM2); + return 0; } int update_STKM2(UPDATE_FUNC_ARGS) { - int r, rx, ry; - float pp, d; - float dt = 0.9;///(FPSB*FPSB); //Delta time in square - - if ((parts[i].ctype>0 && parts[i].ctype0) || parts[i].ctype==SPC_AIR || parts[i].ctype == PT_NEUT || parts[i].ctype == PT_PHOT) - player2[2] = parts[i].ctype; - - //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; - - if (isplayer2) { //Already a stickman2 in the simulation - death2 = 1; - parts[i].type = PT_NONE; - } - - //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 - r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]; - if (((int)(player2[0])&0x01) == 0x01 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS)) - { - if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID - && (r&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 - r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]; - if (((int)(player2[0])&0x02) == 0x02 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS)) - { - if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID - && (r&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 && ( - (pmap[(int)(player2[8]-0.5)][(int)(player2[7])]&0xFF)>=PT_NUM || - ptypes[pmap[(int)(player2[8]-0.5)][(int)(player2[7])]&0xFF].state != ST_GAS || - (pmap[(int)(player2[16]-0.5)][(int)(player2[15])]&0xFF)>=PT_NUM || - ptypes[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 (rx=-2; rx<3; rx++) - for (ry=-2; ry<3; ry++) - if (x+rx>=0 && y+ry>0 && x+rx>8)>=NPART) - r = photons[y+ry][x+rx]; - - if ((!r || (r>>8)>=NPART) && !bmap[(y+ry)/CELL][(x+rx)/CELL]) - continue; - - if (ptypes[r&0xFF].falldown!=0 || (r&0xFF) == PT_NEUT || (r&0xFF) == PT_PHOT) - { - player2[2] = r&0xFF; //Current element - } - if ((r&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(r>>8); - } - - if ((r&0xFF) == PT_NEUT) - { - if (parts[i].life<=100) parts[i].life -= (102-parts[i].life)/2; - else parts[i].life *= 0.9f; - kill_part(r>>8); - } - if (bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_FAN) - player2[2] = SPC_AIR; - } - - //Head position - rx = x + 3*((((int)player2[1])&0x02) == 0x02) - 3*((((int)player2[1])&0x01) == 0x01); - ry = y - 3*(player2[1] == 0); - - //Spawn - if (((int)(player2[0])&0x08) == 0x08) - { - ry -= 2*(rand()%2)+1; - r = pmap[ry][rx]; - if (!((r>>8)>=NPART)) - { - if (ptypes[r&0xFF].state == ST_SOLID) - { - create_part(-1, rx, ry, PT_SPRK); - } - else - { - int np = -1; - if (player2[2] == SPC_AIR) - create_parts(rx + 3*((((int)player2[1])&0x02) == 0x02) - 3*((((int)player2[1])&0x01) == 0x01), ry, 4, 4, SPC_AIR); - else - np = create_part(-1, rx, ry, player2[2]); - if ((np < NPART) && np>=0 && player2[2] != PT_PHOT && player2[2] != SPC_AIR) - parts[np].vx = parts[np].vx + 5*((((int)player2[1])&0x02) == 0x02) - 5*(((int)(player2[1])&0x01) == 0x01); - if ((np < NPART) && np>=0 && player2[2] == PT_PHOT) - { - int random = abs(rand()%3-1)*3; - if (random==0) - { - kill_part(np); - } - else - { - parts[np].vy = 0; - if (((int)player2[1])&(0x01|0x02)) - parts[np].vx = (((((int)player2[1])&0x02) == 0x02) - (((int)(player2[1])&0x01) == 0x01))*random; - else - parts[np].vx = 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 (rx = -3; rx <= 3; rx++) - { - r = pmap[(int)(player2[16]-2)][(int)(player2[15]+rx)]; - if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID))) - player2[15] -= rx; - - r = pmap[(int)(player2[8]-2)][(int)(player2[7]+rx)]; - if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID))) - player2[7] -= rx; - } - - //Collision checks - for (ry = -2-(int)parts[i].vy; ry<=0; ry++) - { - r = pmap[(int)(player2[8]+ry)][(int)(player2[7]+0.5)]; //This is to make coding more pleasant :-) - - //For left leg - if (r && (r&0xFF)!=PT_STKM2) - { - if ((r&0xFF)1) - parts[i].vx *= 0.5*dt; - } - else - { - if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS) - { - player2[8] += ry-1; - parts[i].vy -= 0.5*parts[i].vy*dt; - } - } - player2[9] = player2[7]; - } - - r = pmap[(int)(player2[16]+ry)][(int)(player2[15]+0.5)]; - - //For right leg - if (r && (r&0xFF)!=PT_STKM2) - { - if ((r&0xFF)1) - parts[i].vx *= 0.5*dt; - } - else - { - if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS) - { - player2[16] += ry-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+ry)*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) //If hot or cold - { - 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; - parts[i].ctype = player2[2]; + run_stickman(player2, UPDATE_FUNC_SUBCALL_ARGS); return 0; } diff --git a/src/graphics.c b/src/graphics.c index 1945c3335..fbbe1b4b4 100644 --- a/src/graphics.c +++ b/src/graphics.c @@ -1750,8 +1750,6 @@ void draw_parts(pixel *vid) draw_line(vid , player[3], player[4], player[7], player[8], 255, 255, 255, s); draw_line(vid , nx, ny+3, player[11], player[12], 255, 255, 255, s); draw_line(vid , player[11], player[12], player[15], player[16], 255, 255, 255, s); - - isplayer = 1; //It's a secret. Tssss... } else if (t==PT_STKM2) { @@ -1777,8 +1775,6 @@ void draw_parts(pixel *vid) draw_line(vid , player2[3], player2[4], player2[7], player2[8], 100, 100, 255, s); draw_line(vid , nx, ny+3, player2[11], player2[12], 100, 100, 255, s); draw_line(vid , player2[11], player2[12], player2[15], player2[16], 100, 100, 255, s); - - isplayer2 = 1; //It's a secret. Tssss... } if (cmode==CM_NOTHING && t!=PT_PIPE && t!=PT_SWCH && t!=PT_LCRY && t!=PT_PUMP && t!=PT_GPMP && t!=PT_PBCN && t!=PT_FILT && t!=PT_HSWC && t!=PT_PCLN && t!=PT_DEUT && t!=PT_WIFI)//nothing display but show needed color changes { @@ -3266,8 +3262,6 @@ void draw_parts(pixel *vid) draw_line(vid , player[3], player[4], player[7], player[8], R, G, B, s); draw_line(vid , nx, ny+3, player[11], player[12], R, G, B, s); draw_line(vid , player[11], player[12], player[15], player[16], R, G, B, s); - - isplayer = 1; //It's a secret. Tssss... } else if (t==PT_STKM2) //Stick man should be visible in heat mode { @@ -3291,8 +3285,6 @@ void draw_parts(pixel *vid) draw_line(vid , player2[3], player2[4], player2[7], player2[8], R, G, B, s); draw_line(vid , nx, ny+3, player2[11], player2[12], R, G, B, s); draw_line(vid , player2[11], player2[12], player2[15], player2[16], R, G, B, s); - - isplayer2 = 1; //It's a secret. Tssss... } else { diff --git a/src/main.c b/src/main.c index a01fe8510..ad561b0fe 100644 --- a/src/main.c +++ b/src/main.c @@ -180,7 +180,7 @@ int aheat_enable; //Ambient heat int decorations_enable = 1; int hud_enable = 1; int active_menu = 0; -int death = 0, framerender = 0; +int framerender = 0; int amd = 1; int FPSB = 0; int MSIGN =-1; @@ -712,7 +712,7 @@ int parse_save(void *save, int size, int replace, int x0, int y0, unsigned char j = PT_DUST;//goto corrupt; } gol[x][y]=0; - if (j)// && !(isplayer == 1 && j==PT_STKM)) + if (j)// && !(player[27] == 1 && j==PT_STKM)) { if (pmap[y][x] && (pmap[y][x]>>8) 50) it = 50; @@ -2279,7 +2277,7 @@ int main(int argc, char *argv[]) bsy = 0; } } - if (sdl_key=='d' && ((sdl_mod & (KMOD_CTRL)) || !isplayer2)) + if (sdl_key=='d' && ((sdl_mod & (KMOD_CTRL)) || !player2[27])) DEBUG_MODE = !DEBUG_MODE; if (sdl_key=='i') { @@ -2363,7 +2361,7 @@ int main(int argc, char *argv[]) } } - if (sdl_key=='w' && (!isplayer2 || (sdl_mod & (KMOD_SHIFT)))) //Gravity, by Moach + if (sdl_key=='w' && (!player2[27] || (sdl_mod & (KMOD_SHIFT)))) //Gravity, by Moach { ++gravityMode; // cycle gravity mode itc = 51; @@ -2990,9 +2988,8 @@ int main(int argc, char *argv[]) gravityMode = 0; airMode = 0; - death = death2 = 0; - isplayer2 = 0; - isplayer = 0; + player2[27] = 0; + player[27] = 0; ISSPAWN1 = 0; ISSPAWN2 = 0; } @@ -3584,14 +3581,14 @@ int main(int argc, char *argv[]) sdl_blit(0, 0, XRES+BARSIZE, YRES+MENUSIZE, vid_buf, XRES+BARSIZE); //Setting an element for the stick man - if (isplayer==0) + if (player[27]==0) { if ((sr0) || sr==SPC_AIR || sr == PT_NEUT || sr == PT_PHOT) player[2] = sr; else player[2] = PT_DUST; } - if (isplayer2==0) + if (player2[27]==0) { if ((sr0) || sr==SPC_AIR || sr == PT_NEUT || sr == PT_PHOT) player2[2] = sr; diff --git a/src/powder.c b/src/powder.c index 201ec97ea..dbf9c45ac 100644 --- a/src/powder.c +++ b/src/powder.c @@ -7,9 +7,8 @@ int gravwl_timeout = 0; -int isplayer = 0; -float player[27]; //[0] is a command cell, [3]-[18] are legs positions, [19] is index, [19]-[26] are accelerations -float player2[27]; +float player[28]; //[0] is a command cell, [3]-[18] are legs positions, [19]-[26] are accelerations, [27] shows if player was spawned +float player2[28]; particle *parts; particle *cb_parts; @@ -291,13 +290,11 @@ int try_move(int i, int x, int y, int nx, int ny) { if (parts[i].type == PT_STKM) { - death = 1; - isplayer = 0; + player[27] = 0; } if (parts[i].type == PT_STKM2) { - death2 = 1; - isplayer2 = 0; + player2[27] = 0; } parts[i].type=PT_NONE; return 0; @@ -306,13 +303,11 @@ int try_move(int i, int x, int y, int nx, int ny) { if (parts[i].type == PT_STKM) { - death = 1; - isplayer = 0; + player[27] = 0; } if (parts[i].type == PT_STKM2) { - death2 = 1; - isplayer2 = 0; + player2[27] = 0; } parts[i].type=PT_NONE; if (!legacy_enable) @@ -576,13 +571,11 @@ void kill_part(int i)//kills particle number i y = (int)(parts[i].y+0.5f); if (parts[i].type == PT_STKM) { - death = 1; - isplayer = 0; + player[27] = 0; } if (parts[i].type == PT_STKM2) { - death2 = 1; - isplayer2 = 0; + player2[27] = 0; } if (parts[i].type == PT_SPAWN) { @@ -618,6 +611,13 @@ inline void part_change_type(int i, int x, int y, int t)//changes the type of pa return; if (!ptypes[t].enabled) t = PT_NONE; + + if (parts[i].type == PT_STKM) + player[27] = 0; + + if (parts[i].type == PT_STKM2) + player2[27] = 0; + parts[i].type = t; if (t==PT_PHOT || t==PT_NEUT) { @@ -900,7 +900,7 @@ inline int create_part(int p, int x, int y, int tv)//the function for creating a } if (t==PT_STKM) { - if (isplayer==0) + if (player[27]==0) { parts[i].x = (float)x; parts[i].y = (float)y; @@ -931,7 +931,7 @@ inline int create_part(int p, int x, int y, int tv)//the function for creating a player[17] = x+3; player[18] = y+12; - isplayer = 1; + player[27] = 1; } else { @@ -942,7 +942,7 @@ inline int create_part(int p, int x, int y, int tv)//the function for creating a } if (t==PT_STKM2) { - if (isplayer2==0) + if (player2[27]==0) { parts[i].x = (float)x; parts[i].y = (float)y; @@ -973,7 +973,7 @@ inline int create_part(int p, int x, int y, int tv)//the function for creating a player2[17] = x+3; player2[18] = y+12; - isplayer2 = 1; + player2[27] = 1; } else { @@ -2389,8 +2389,6 @@ void update_particles(pixel *vid)//doesn't update the particles themselves, but pthread_t *InterThreads; #endif - isplayer = 0; //Needed for player spawning - isplayer2 = 0; memset(pmap, 0, sizeof(pmap)); memset(photons, 0, sizeof(photons)); r = rand()%2;