diff --git a/src/elements/stkm.c b/src/elements/stkm.c index f3b1c3c38..5f92f3579 100644 --- a/src/elements/stkm.c +++ b/src/elements/stkm.c @@ -86,97 +86,58 @@ int run_stickman(float* playerp, UPDATE_FUNC_ARGS) { playerp[26] = 0; //Go left - r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]; - if (((int)(playerp[0])&0x01) == 0x01 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS)) + if (((int)(playerp[0])&0x01) == 0x01) { - if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID - && (r&0xFF) != PT_LNTG)) + if (playerp[7]>playerp[15]) { - if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])]) + if (!eval_move(PT_DUST, playerp[7], playerp[8], NULL)) { playerp[21] = -3; - playerp[22] = -2; - playerp[19] = -2; - } - - if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])]) - { - playerp[25] = -3; - playerp[26] = -2; - playerp[23] = -2; + playerp[19] = -1; + playerp[22] = -3; } } else { - if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])]) //It should move another way in liquids + if (!eval_move(PT_DUST, playerp[15], playerp[16], NULL)) { - playerp[21] = -1; - playerp[22] = -1; + playerp[25] = -3; playerp[19] = -1; - } - - if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])]) - { - playerp[25] = -1; - playerp[26] = -1; - playerp[23] = -1; + playerp[26] = -3; } } } //Go right - r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]; - if (((int)(playerp[0])&0x02) == 0x02 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS)) + if (((int)(playerp[0])&0x02) == 0x02) { - if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID - && (r&0xFF) != PT_LNTG)) + if (playerp[7]=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 (((int)(playerp[0])&0x04) == 0x04 && + (!eval_move(PT_DUST, playerp[7], playerp[8], NULL) || !eval_move(PT_DUST, playerp[15], playerp[16], NULL))) { - if (pmap[(int)(playerp[8]-0.5)][(int)(playerp[7])] || pmap[(int)(playerp[16]-0.5)][(int)(playerp[15])]) - { - parts[i].vy = -5; - playerp[22] -= 1; - playerp[26] -= 1; - } + parts[i].vy = -5; + playerp[22] -= 1; + playerp[26] -= 1; } //Charge detector wall if foot inside @@ -290,78 +251,31 @@ int run_stickman(float* playerp, UPDATE_FUNC_ARGS) { 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++) + if (!eval_move(PT_DUST, playerp[7], playerp[8], NULL)) { - 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))) - playerp[15] -= 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))) - playerp[7] -= rx; + playerp[7] = playerp[9]; + playerp[8] = playerp[10]; } - //Collision checks - for (ry = -2-(int)parts[i].vy; ry<=0; ry++) + if (!eval_move(PT_DUST, playerp[15], playerp[16], NULL)) { - r = pmap[(int)(playerp[8]+ry)][(int)(playerp[7]+0.5)]; //This is to make coding more pleasant :-) + playerp[15] = playerp[17]; + playerp[16] = playerp[18]; + } - //For left leg - if (r && (r&0xFF)!=PT_STKM) - { - if ((r&0xFF)1) - parts[i].vx *= 0.5*dt; - } - else - { - if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS) - { - playerp[8] += ry-1; - parts[i].vy -= 0.5*parts[i].vy*dt; - } - } - playerp[9] = playerp[7]; - } - - r = pmap[(int)(playerp[16]+ry)][(int)(playerp[15]+0.5)]; - - //For right leg - if (r && (r&0xFF)!=PT_STKM) - { - if ((r&0xFF)1) - parts[i].vx *= 0.5*dt; - } - else - { - if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS) - { - playerp[16] += ry-1; - parts[i].vy -= 0.5*parts[i].vy*dt; - } - } - playerp[17] = playerp[15]; - } - - //If it falls too fast - if (parts[i].vy>=30) - { - parts[i].y -= (10+ry)*dt; - parts[i].vy = -10*dt; - } + //This makes stick man "pop" from obstacles + if (!eval_move(PT_DUST, playerp[7], playerp[8], NULL)) + { + float t; + t = playerp[7]; playerp[7] = playerp[9]; playerp[9] = t; + t = playerp[8]; playerp[8] = playerp[10]; playerp[10] = t; + } + if (!eval_move(PT_DUST, playerp[15], playerp[16], NULL)) + { + float t; + t = playerp[15]; playerp[15] = playerp[17]; playerp[17] = t; + t = playerp[16]; playerp[16] = playerp[18]; playerp[18] = t; } //Keeping legs distance