Merge branch 'master' of github.com:FacialTurd/The-Powder-Toy

This commit is contained in:
Simon Robertshaw 2011-07-26 17:46:15 +01:00
commit 899969cc8a
7 changed files with 190 additions and 629 deletions

View File

@ -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;

View File

@ -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;

View File

@ -1,23 +1,25 @@
#include <element.h>
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].ctype<PT_NUM && ptypes[parts[i].ctype].falldown>0) || 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_LIQUID || (r&0xFF) == PT_LNTG)) //Liquid checks
{
if (parts[i].y<(player[8]-10))
if (parts[i].y<(playerp[8]-10))
parts[i].vy = 1*dt;
else
parts[i].vy = 0;
@ -326,21 +323,21 @@ int update_STKM(UPDATE_FUNC_ARGS) {
{
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_LIQUID || (r&0xFF) == PT_LNTG))
{
if (parts[i].y<(player[16]-10))
if (parts[i].y<(playerp[16]-10))
parts[i].vy = 1*dt;
else
parts[i].vy = 0;
@ -351,11 +348,11 @@ int update_STKM(UPDATE_FUNC_ARGS) {
{
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)<NPART) //If on charge
{
parts[i].life -= (int)(rand()/1000)+38;
@ -392,7 +389,7 @@ int update_STKM(UPDATE_FUNC_ARGS) {
if (parts[r>>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)<NPART) //If on charge
{
parts[i].life -= (int)(rand()/1000)+38;
@ -413,7 +410,7 @@ int update_STKM(UPDATE_FUNC_ARGS) {
if (parts[r>>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;
}

View File

@ -1,430 +1,14 @@
#include <element.h>
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].ctype<PT_NUM && ptypes[parts[i].ctype].falldown>0) || 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<XRES && y+ry<YRES && (rx || ry))
{
r = pmap[y+ry][x+rx];
if (!r || (r>>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)<PT_NUM && (ptypes[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG)) //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 ((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)<PT_NUM && (ptypes[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 ((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)<NPART) //If on charge
{
parts[i].life -= (int)(rand()/1000)+38;
}
if (r>0 && (r>>8)<NPART)
{
if (parts[r>>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)<NPART) //If on charge
{
parts[i].life -= (int)(rand()/1000)+38;
}
if (r>0 && (r>>8)<NPART) //If hot or cold
{
if (parts[r>>8].temp>=323 || parts[r>>8].temp<=243)
{
parts[i].life -= 2;
player2[22] -= 1;
}
}
if ((r&0xFF)==PT_ACID) //If on acid
parts[i].life -= 5;
if ((r&0xFF)==PT_PLUT) //If on plut
parts[i].life -= 1;
isplayer2 = 1;
parts[i].ctype = player2[2];
run_stickman(player2, UPDATE_FUNC_SUBCALL_ARGS);
return 0;
}

View File

@ -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
{

View File

@ -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)<NPART)
{
@ -786,6 +786,8 @@ int parse_save(void *save, int size, int replace, int x0, int y0, unsigned char
player[17] = parts[i].x+3;
player[18] = parts[i].y+12;
player[27] = 1;
}
if (parts[i].type == PT_STKM2)
{
@ -811,6 +813,7 @@ int parse_save(void *save, int size, int replace, int x0, int y0, unsigned char
player2[17] = parts[i].x+3;
player2[18] = parts[i].y+12;
player2[27] = 1;
}
}
else
@ -1133,7 +1136,7 @@ void clear_sim(void)
memset(wireless, 0, sizeof(wireless));
memset(gol2, 0, sizeof(gol2));
memset(portalp, 0, sizeof(portalp));
death = death2 = ISSPAWN1 = ISSPAWN2 = 0;
ISSPAWN1 = ISSPAWN2 = 0;
memset(pers_bg, 0, (XRES+BARSIZE)*YRES*PIXELSIZE);
memset(fire_bg, 0, XRES*YRES*PIXELSIZE);
memset(fire_r, 0, sizeof(fire_r));
@ -2105,11 +2108,6 @@ int main(int argc, char *argv[])
}
}
}
//if(sdl_key=='d' && isplayer)
//{
// death = 1;
// //death = !(death);
//}
if (sdl_key=='f')
{
framerender = 1;
@ -2145,7 +2143,7 @@ int main(int argc, char *argv[])
free(load_data);
}
}
if (sdl_key=='s' && ((sdl_mod & (KMOD_CTRL)) || !isplayer2))
if (sdl_key=='s' && ((sdl_mod & (KMOD_CTRL)) || !player2[27]))
{
if (it > 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 ((sr<PT_NUM && ptypes[sr].falldown>0) || 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 ((sr<PT_NUM && ptypes[sr].falldown>0) || sr==SPC_AIR || sr == PT_NEUT || sr == PT_PHOT)
player2[2] = sr;

View File

@ -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;