Merge ../forks into testing

This commit is contained in:
Alex 2010-08-22 12:57:55 -04:00
commit e5bb3c9869

781
powder.c
View File

@ -151,8 +151,8 @@ float mheat = 0.0f;
int do_open = 0; int do_open = 0;
int sys_pause = 0; int sys_pause = 0;
int legacy_enable = 0; //Used to disable new features such as heat, will be set by commandline or save. int legacy_enable = 0; //Used to disable new features such as heat, will be set by commandline or save.
int death = 1, gravityd = 2, framerender = 0;
int amd = 0; int amd = 1;
unsigned char fire_r[YRES/CELL][XRES/CELL]; unsigned char fire_r[YRES/CELL][XRES/CELL];
unsigned char fire_g[YRES/CELL][XRES/CELL]; unsigned char fire_g[YRES/CELL][XRES/CELL];
@ -192,7 +192,7 @@ float fvx[YRES/CELL][XRES/CELL], fvy[YRES/CELL][XRES/CELL];
#define VADV 0.3f #define VADV 0.3f
#define VLOSS 0.999f #define VLOSS 0.999f
#define PLOSS 0.9999f #define PLOSS 0.9999f
int numCores = 1; int numCores = 4;
float kernel[9]; float kernel[9];
void make_kernel(void) void make_kernel(void)
{ {
@ -970,7 +970,7 @@ void kill_part(int i)
pfree = i; pfree = i;
} }
#ifdef WIN32/ #ifdef WIN32
_inline int create_part(int p, int x, int y, int t) _inline int create_part(int p, int x, int y, int t)
#else #else
inline int create_part(int p, int x, int y, int t) inline int create_part(int p, int x, int y, int t)
@ -1409,7 +1409,16 @@ void update_particles_i(pixel *vid, int start, int inc)
t = parts[i].type; t = parts[i].type;
if(sys_pause) if(sys_pause)
goto justdraw; {
if(framerender)
{
sys_pause = 0;
}
else
{
goto justdraw;
}
}
if(parts[i].life && t!=PT_ACID && t!=PT_WOOD && t!=PT_NBLE && t!=PT_SWCH && t!=PT_STKM) if(parts[i].life && t!=PT_ACID && t!=PT_WOOD && t!=PT_NBLE && t!=PT_SWCH && t!=PT_STKM)
{ {
@ -1513,17 +1522,53 @@ void update_particles_i(pixel *vid, int start, int inc)
} }
else else
{ {
if(t==PT_PLAS && pv[y/CELL][x/CELL]>25.0f) if(t==PT_PLAS && pv[y/CELL][x/CELL]>25.0f)
{ {
parts[i].vx += ptypes[t].advection*vx[y/CELL][x/CELL]; parts[i].vx += ptypes[t].advection*vx[y/CELL][x/CELL];
parts[i].vy += ptypes[t].advection*vy[y/CELL][x/CELL]; parts[i].vy += ptypes[t].advection*vy[y/CELL][x/CELL];
} } else {
else parts[i].vx += ptypes[t].advection*vx[y/CELL][x/CELL];
{ if(gravityd == 1)
parts[i].vx += ptypes[t].advection*vx[y/CELL][x/CELL]; {
parts[i].vy += ptypes[t].advection*vy[y/CELL][x/CELL] + ptypes[t].gravity; parts[i].vy += ptypes[t].advection*vy[y/CELL][x/CELL] + ptypes[t].gravity;
} parts[i].vx += ptypes[t].advection*vx[y/CELL][x/CELL] - ptypes[t].gravity;
} }
if(gravityd == 2)
{
parts[i].vy += ptypes[t].advection*vy[y/CELL][x/CELL] + ptypes[t].gravity;
}
if(gravityd == 3)
{
parts[i].vy += ptypes[t].advection*vy[y/CELL][x/CELL] + ptypes[t].gravity;
parts[i].vx += ptypes[t].advection*vx[y/CELL][x/CELL] + ptypes[t].gravity;
}
if(gravityd == 4)
{
parts[i].vx += ptypes[t].advection*vy[y/CELL][x/CELL] - ptypes[t].gravity;
}
if(gravityd == 5)
{
parts[i].vx += ptypes[t].advection*vy[y/CELL][x/CELL];
}
if(gravityd == 6)
{
parts[i].vx += ptypes[t].advection*vy[y/CELL][x/CELL] + ptypes[t].gravity;
}
if(gravityd == 7)
{
parts[i].vy += ptypes[t].advection*vy[y/CELL][x/CELL] - ptypes[t].gravity;
parts[i].vx += ptypes[t].advection*vx[y/CELL][x/CELL] - ptypes[t].gravity;
}
if(gravityd == 8)
{
parts[i].vy += ptypes[t].advection*vy[y/CELL][x/CELL] - ptypes[t].gravity;
}
if(gravityd == 9)
{
parts[i].vy += ptypes[t].advection*vy[y/CELL][x/CELL] - ptypes[t].gravity;
parts[i].vx += ptypes[t].advection*vx[y/CELL][x/CELL] + ptypes[t].gravity;
}
}
if(ptypes[t].diffusion) if(ptypes[t].diffusion)
{ {
@ -2369,378 +2414,369 @@ killed:
if(parts[i].type == PT_NONE) if(parts[i].type == PT_NONE)
continue; continue;
} }
if(t==PT_STKM)
{
//Tempirature handling
if(parts[i].temp<-30)
parts[i].life -= 0.2;
if((parts[i].temp<36.6f) && (parts[i].temp>=-30))
parts[i].temp += 1;
if(t==PT_STKM) //Death
{ if(parts[i].life<0 && (death == 1)) //If his HP is less that 0 or there is very big wind...
//Tempirature handling {
if(parts[i].temp<-30) for(r=-2; r<=1; r++)
parts[i].life -= 0.2; {
if((parts[i].temp<36.6f) && (parts[i].temp>=-30)) create_part(-1, x+r, y-2, player[2]);
parts[i].temp += 1; create_part(-1, x+r+1, y+2, player[2]);
create_part(-1, x-2, y+r+1, player[2]);
create_part(-1, x+2, y+r, player[2]);
}
kill_part(i); //Kill him
goto killed;
}
//Death //Verlet integration
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... pp = 2*player[3]-player[5];
{ player[5] = player[3];
for(r=-2; r<=1; r++) player[3] = pp;
{ pp = 2*player[4]-player[6];
create_part(-1, x+r, y-2, player[2]); player[6] = player[4];
create_part(-1, x+r+1, y+2, player[2]); player[4] = pp;
create_part(-1, x-2, y+r+1, player[2]);
create_part(-1, x+2, y+r, player[2]);
}
kill_part(i); //Kill him
goto killed;
}
//Verlet integration pp = 2*player[7]-player[9];
pp = 2*player[3]-player[5]; player[9] = player[7];
player[5] = player[3]; player[7] = pp;
player[3] = pp; pp = 2*player[8]-player[10]+1;
pp = 2*player[4]-player[6]; player[10] = player[8];
player[6] = player[4]; player[8] = pp;
player[4] = pp;
pp = 2*player[7]-player[9]; pp = 2*player[11]-player[13];
player[9] = player[7]; player[13] = player[11];
player[7] = pp; player[11] = pp;
pp = 2*player[8]-player[10]+1; pp = 2*player[12]-player[14];
player[10] = player[8]; player[14] = player[12];
player[8] = pp; player[12] = pp;
pp = 2*player[11]-player[13]; pp = 2*player[15]-player[17];
player[13] = player[11]; player[17] = player[15];
player[11] = pp; player[15] = pp;
pp = 2*player[12]-player[14]; pp = 2*player[16]-player[18]+1;
player[14] = player[12]; player[18] = player[16];
player[12] = pp; player[16] = pp;
pp = 2*player[15]-player[17]; //Go left
player[17] = player[15]; if (((int)(player[0])&0x01) == 0x01)
player[15] = pp; {
pp = 2*player[16]-player[18]+1; if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID
player[18] = player[16]; && (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG)
player[16] = pp; {
if (pmap[(int)(player[8]-1)][(int)(player[7])])
{
player[9] += 3;
player[10] += 2;
player[5] += 2;
}
//Go left if (pmap[(int)(player[16]-1)][(int)(player[15])])
if (((int)(player[0])&0x01) == 0x01) {
{ player[17] += 3;
if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID player[18] += 2;
&& (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG) player[13] +=2;
{ }
if (pmap[(int)(player[8]-1)][(int)(player[7])]) }
{ else
player[9] += 3; {
player[10] += 2; if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids
player[5] += 2; {
} player[9] += 1;
player[10] += 1;
player[5] += 1;
}
if (pmap[(int)(player[16]-1)][(int)(player[15])]) if (pmap[(int)(player[16]-1)][(int)(player[15])])
{ {
player[17] += 3; player[17] += 1;
player[18] += 2; player[18] += 1;
player[13] +=2; player[13] +=1;
} }
} }
else }
{
if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids
{
player[9] += 1;
player[10] += 1;
player[5] += 1;
}
if (pmap[(int)(player[16]-1)][(int)(player[15])]) //Go right
{ if (((int)(player[0])&0x02) == 0x02)
player[17] += 1; {
player[18] += 1; if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID
player[13] +=1; && (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG)
} {
} if (pmap[(int)(player[8]-1)][(int)(player[7])])
} {
player[9] -= 3;
player[10] += 2;
player[5] -= 2;
}
//Go right if (pmap[(int)(player[16]-1)][(int)(player[15])])
if (((int)(player[0])&0x02) == 0x02) {
{ player[17] -= 3;
if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID player[18] += 2;
&& (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG) player[13] -= 2;
{ }
if (pmap[(int)(player[8]-1)][(int)(player[7])]) }
{ else
player[9] -= 3; {
player[10] += 2; if (pmap[(int)(player[8]-1)][(int)(player[7])])
player[5] -= 2; {
} player[9] -= 1;
player[10] += 1;
player[5] -= 1;
}
if (pmap[(int)(player[16]-1)][(int)(player[15])]) if (pmap[(int)(player[16]-1)][(int)(player[15])])
{ {
player[17] -= 3; player[17] -= 1;
player[18] += 2; player[18] += 1;
player[13] -= 2; player[13] -= 1;
} }
}
else
{
if (pmap[(int)(player[8]-1)][(int)(player[7])])
{
player[9] -= 1;
player[10] += 1;
player[5] -= 1;
}
if (pmap[(int)(player[16]-1)][(int)(player[15])]) }
{ }
player[17] -= 1;
player[18] += 1;
player[13] -= 1;
}
} //Charge detector wall if foot inside
} if(bmap[(int)(player[8]+0.5)/CELL][(int)(player[7]+0.5)/CELL]==6)
set_emap((int)player[7]/CELL, (int)player[8]/CELL);
if(bmap[(int)(player[16]+0.5)/CELL][(int)(player[15]+0.5)/CELL]==6)
set_emap((int)(player[15]+0.5)/CELL, (int)(player[16]+0.5)/CELL);
//Charge detector wall if foot inside //Searching for particles near head
if(bmap[(int)(player[8]+0.5)/CELL][(int)(player[7]+0.5)/CELL]==6) for(nx = -2; nx <= 2; nx++)
set_emap((int)player[7]/CELL, (int)player[8]/CELL); for(ny = 0; ny>=-2; ny--)
if(bmap[(int)(player[16]+0.5)/CELL][(int)(player[15]+0.5)/CELL]==6) {
set_emap((int)(player[15]+0.5)/CELL, (int)(player[16]+0.5)/CELL); if(!pmap[ny+y][nx+x] || (pmap[ny+y][nx+x]>>8)>=NPART)
continue;
if((pstates[pmap[ny+y][nx+x]&0xFF].state != ST_SOLID && (pmap[ny+y][nx+x]&0xFF)!=PT_STKM
&& (pmap[ny+y][nx+x]&0xFF)!=PT_WHOL && (pmap[ny+y][nx+x]&0xFF)!=PT_BHOL)
|| (pmap[ny+y][nx+x]&0xFF) == PT_LNTG)
{
player[2] = pmap[ny+y][nx+x]&0xFF; //Current element
}
if((pmap[ny+y][nx+x]&0xFF) == PT_PLNT && parts[i].life<100) //Plant gives him 5 HP
{
if(parts[i].life<=95)
parts[i].life += 5;
else
parts[i].life = 100;
kill_part(pmap[ny+y][nx+x]>>8);
}
//Searching for particles near head if((pmap[ny+y][nx+x]&0xFF) == PT_NEUT)
for(nx = -2; nx <= 2; nx++) {
for(ny = 0; ny>=-2; ny--) parts[i].life -= (102-parts[i].life)/2;
{ kill_part(pmap[ny+y][nx+x]>>8);
if(!pmap[ny+y][nx+x] || (pmap[ny+y][nx+x]>>8)>=NPART) }
continue; }
if(((pstates[pmap[ny+y][nx+x]&0xFF].state != ST_SOLID || ptypes[pmap[ny+y][nx+x]&0xFF].falldown > 0) &&
(pmap[ny+y][nx+x]&0xFF)!=PT_STKM
&& (pmap[ny+y][nx+x]&0xFF)!=PT_WHOL && (pmap[ny+y][nx+x]&0xFF)!=PT_BHOL)
|| (pmap[ny+y][nx+x]&0xFF) == PT_LNTG)
{
player[2] = pmap[ny+y][nx+x]&0xFF; //Current element
}
if((pmap[ny+y][nx+x]&0xFF) == PT_PLNT && parts[i].life<100) //Plant gives him 5 HP
{
if(parts[i].life<=95)
parts[i].life += 5;
else
parts[i].life = 100;
kill_part(pmap[ny+y][nx+x]>>8);
}
if((pmap[ny+y][nx+x]&0xFF) == PT_NEUT) //Head position
{ nx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01);
parts[i].life -= (102-parts[i].life)/2; ny = y - 3*(player[1] == 0);
kill_part(pmap[ny+y][nx+x]>>8);
}
}
//Head position //Spawn
nx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01); if(((int)(player[0])&0x08) == 0x08)
ny = y - 3*(player[1] == 0); {
ny -= 2*(rand()%2)+1;
r = pmap[ny][nx];
if(!((r>>8)>=NPART))
{
if(pstates[r&0xFF].state == ST_SOLID)
{
create_part(-1, nx, ny, PT_SPRK);
}
else
{
create_part(-1, nx, ny, player[2]);
r = pmap[ny][nx];
if( ((r>>8) < NPART) && (r>>8)>=0 && player[2]!=PT_PHOT)
parts[r>>8].vx = parts[r>>8].vx + 5*((((int)player[1])&0x02) == 0x02) - 5*(((int)(player[1])&0x01) == 0x01);
if(((r>>8) < NPART) && (r>>8)>=0 && player[2] == PT_PHOT)
{
int random = abs(rand()%3-1)*3;
if (random==0)
{
parts[r>>8].life = 0;
parts[r>>8].type = PT_NONE;
}
else
{
parts[r>>8].vy = 0;
parts[r>>8].vx = (((((int)player[1])&0x02) == 0x02) - (((int)(player[1])&0x01) == 0x01))*random;
}
}
//Spawn }
if(((int)(player[0])&0x08) == 0x08) }
{ }
ny -= 2*(rand()%2)+1;
r = pmap[ny][nx];
if(!((r>>8)>=NPART))
{
if(pstates[r&0xFF].state == ST_SOLID)
{
create_part(-1, nx, ny, PT_SPRK);
}
else
{
create_part(-1, nx, ny, player[2]);
r = pmap[ny][nx];
if( ((r>>8) < NPART) && (r>>8)>=0 && player[2]!=PT_PHOT)
parts[r>>8].vx = parts[r>>8].vx + 5*((((int)player[1])&0x02) == 0x02) - 5*(((int)(player[1])&0x01) == 0x01);
if(((r>>8) < NPART) && (r>>8)>=0 && player[2] == PT_PHOT)
{
int random = abs(rand()%3-1)*3;
if (random==0)
{
parts[r>>8].life = 0;
parts[r>>8].type = PT_NONE;
}
else
{
parts[r>>8].vy = -(player[1] == 0)*random;
parts[r>>8].vx = (player[1]!=0)*(((((int)player[1])&0x02) == 0x02) - (((int)(player[1])&0x01) == 0x01))*random;
}
}
} //Jump
} if (((int)(player[0])&0x04) == 0x04)
} {
if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])])
{
parts[i].vy = -5;
player[10] += 1;
player[18] += 1;
}
//Jump }
if (((int)(player[0])&0x04) == 0x04)
{
if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])])
{
parts[i].vy = -5;
player[10] += 1;
player[18] += 1;
}
} //Simulation of joints
d = 25/(pow((player[3]-player[7]), 2) + pow((player[4]-player[8]), 2)+25) - 0.5; //Fast distance
player[7] -= (player[3]-player[7])*d;
player[8] -= (player[4]-player[8])*d;
player[3] += (player[3]-player[7])*d;
player[4] += (player[4]-player[8])*d;
//Simulation of joints d = 25/(pow((player[11]-player[15]), 2) + pow((player[12]-player[16]), 2)+25) - 0.5;
d = 25/(pow((player[3]-player[7]), 2) + pow((player[4]-player[8]), 2)+25) - 0.5; //Fast distance player[15] -= (player[11]-player[15])*d;
player[7] -= (player[3]-player[7])*d; player[16] -= (player[12]-player[16])*d;
player[8] -= (player[4]-player[8])*d; player[11] += (player[11]-player[15])*d;
player[3] += (player[3]-player[7])*d; player[12] += (player[12]-player[16])*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; d = 36/(pow((player[3]-parts[i].x), 2) + pow((player[4]-parts[i].y), 2)+36) - 0.5;
player[15] -= (player[11]-player[15])*d; parts[i].vx -= (player[3]-parts[i].x)*d;
player[16] -= (player[12]-player[16])*d; parts[i].vy -= (player[4]-parts[i].y)*d;
player[11] += (player[11]-player[15])*d; player[3] += (player[3]-parts[i].x)*d;
player[12] += (player[12]-player[16])*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; d = 36/(pow((player[11]-parts[i].x), 2) + pow((player[12]-parts[i].y), 2)+36) - 0.5;
parts[i].vx -= (player[3]-parts[i].x)*d; parts[i].vx -= (player[11]-parts[i].x)*d;
parts[i].vy -= (player[4]-parts[i].y)*d; parts[i].vy -= (player[12]-parts[i].y)*d;
player[3] += (player[3]-parts[i].x)*d; player[11] += (player[11]-parts[i].x)*d;
player[4] += (player[4]-parts[i].y)*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; //Side collisions checking
parts[i].vx -= (player[11]-parts[i].x)*d; for(nx = -3; nx <= 3; nx++)
parts[i].vy -= (player[12]-parts[i].y)*d; {
player[11] += (player[11]-parts[i].x)*d; if(pmap[(int)(player[16]-2)][(int)(player[15]+nx)])
player[12] += (player[12]-parts[i].y)*d; player[15] -= nx;
//Side collisions checking if(pmap[(int)(player[8]-2)][(int)(player[7]+nx)])
for(nx = -3; nx <= 3; nx++) player[7] -= nx;
{ }
if(pmap[(int)(player[16]-2)][(int)(player[15]+nx)])
player[15] -= nx;
if(pmap[(int)(player[8]-2)][(int)(player[7]+nx)]) //Collision checks
player[7] -= nx; 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 left leg
for(ny = -2-(int)parts[i].vy; ny<=0; ny++) if (r && (r&0xFF)!=PT_STKM)
{ {
if ((int)(ny+player[8])>=YRES) if(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG) //Liquid checks
continue; {
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 //For right leg
if (r && (r&0xFF)!=PT_STKM) 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(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG)
{ {
if(parts[i].y<(player[8]-10)) if(parts[i].y<(player[16]-10))
parts[i].vy = 1; parts[i].vy = 1;
else else
parts[i].vy = 0; parts[i].vy = 0;
if(abs(parts[i].vx)>1) if(abs(parts[i].vx)>1)
parts[i].vx *= 0.5; parts[i].vx *= 0.5;
} }
else else
{ {
player[8] += ny-1; player[16] += ny-1;
parts[i].vy -= 0.5*parts[i].vy; parts[i].vy -= 0.5*parts[i].vy;
} }
player[9] = player[7]; player[17] = player[15];
} }
if ((int)(ny+player[16])>=YRES) //If it falls too fast
continue; 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 //Keeping legs distance
if (r && (r&0xFF)!=PT_STKM) if (pow((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1)
{ {
if(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG) player[7] += 0.2;
{ player[15] -= 0.2;
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 it falls too fast if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1)
if (parts[i].vy>=30) {
{ player[3] += 0.2;
parts[i].y -= 10+ny; player[11] -= 0.2;
parts[i].vy = -10; }
}
} //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 (r>0 && (r>>8)<NPART) //If hot or cold
if (pow((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1) {
{ if(parts[r>>8].temp>=50 || parts[r>>8].temp<=-30)
player[7] += 0.2; {
player[15] -= 0.2; parts[i].life -= 2;
} player[16] -= 1;
}
}
if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1) if ((r&0xFF)==PT_ACID) //If on acid
{ parts[i].life -= 5;
player[3] += 0.2;
player[11] -= 0.2;
}
//If legs touch something if ((r&0xFF)==PT_PLUT) //If on plut
r = pmap[(int)(player[8]+0.5)][(int)(player[7]+0.5)]; parts[i].life -= 1;
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 r = pmap[(int)(player[16]+0.5)][(int)(player[15]+0.5)];
{ if((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge
if(parts[r>>8].temp>=50 || parts[r>>8].temp<=-30) {
{ parts[i].life -= (int)(rand()/1000)+38;
parts[i].life -= 2; }
player[16] -= 1;
}
}
if ((r&0xFF)==PT_ACID) //If on acid if(r>0 && (r>>8)<NPART) //If hot or cold
parts[i].life -= 5; {
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 if ((r&0xFF)==PT_ACID) //If on acid
parts[i].life -= 1; parts[i].life -= 5;
r = pmap[(int)(player[16]+0.5)][(int)(player[15]+0.5)]; if ((r&0xFF)==PT_PLUT) //If on plut
if((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge parts[i].life -= 1;
{
parts[i].life -= (int)(rand()/1000)+38;
}
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_ACID) //If on acid
parts[i].life -= 5;
if ((r&0xFF)==PT_PLUT) //If on plut
parts[i].life -= 1;
isplayer = 1;
}
isplayer = 1;
}
if(t==PT_CLNE) if(t==PT_CLNE)
{ {
if(!parts[i].ctype) if(!parts[i].ctype)
@ -3592,7 +3628,13 @@ justdraw:
} }
} }
if(framerender == 1)
{
sys_pause = 1;
framerender= 0;
}
}
} }
void drawblob(pixel *vid, int x, int y, unsigned char cr, unsigned char cg, unsigned char cb) void drawblob(pixel *vid, int x, int y, unsigned char cr, unsigned char cg, unsigned char cb)
@ -4345,7 +4387,42 @@ int sdl_poll(void)
{ {
player[0] = (int)(player[0])|0x08; //Go left command player[0] = (int)(player[0])|0x08; //Go left command
} }
if(event.key.keysym.sym == SDLK_KP1) //gravity direction commands
{
gravityd = 1;
}
if(event.key.keysym.sym == SDLK_KP2)
{
gravityd = 2;
}
if(event.key.keysym.sym == SDLK_KP3)
{
gravityd = 3;
}
if(event.key.keysym.sym == SDLK_KP4)
{
gravityd = 4;
}
if(event.key.keysym.sym == SDLK_KP5)
{
gravityd = 5;
}
if(event.key.keysym.sym == SDLK_KP6)
{
gravityd = 6;
}
if(event.key.keysym.sym == SDLK_KP7)
{
gravityd = 7;
}
if(event.key.keysym.sym == SDLK_KP8)
{
gravityd = 8;
}
if(event.key.keysym.sym == SDLK_KP9)
{
gravityd = 9;
}
if(event.key.keysym.sym == SDLK_UP && ((int)(player[0])&0x04)!=0x04) if(event.key.keysym.sym == SDLK_UP && ((int)(player[0])&0x04)!=0x04)
{ {
player[0] = (int)(player[0])|0x04; //Jump command player[0] = (int)(player[0])|0x04; //Jump command
@ -10058,6 +10135,14 @@ int main(int argc, char *argv[])
break; break;
} }
} }
if(sdl_key=='d')
{
death = !(death);
}
if(sdl_key=='f')
{
framerender = 1;
}
if((sdl_key=='l' || sdl_key=='k') && stamps[0].name[0]) if((sdl_key=='l' || sdl_key=='k') && stamps[0].name[0])
{ {
if(load_mode) if(load_mode)
@ -10205,8 +10290,8 @@ int main(int argc, char *argv[])
else else
{ {
bs += sdl_wheel; bs += sdl_wheel;
if(bs>16) if(bs>1224)
bs = 16; bs = 1224;
if(bs<0) if(bs<0)
bs = 0; bs = 0;
sdl_wheel = 0; sdl_wheel = 0;