Fixed photons spawning, but it's still have some bugs.

This commit is contained in:
savask 2010-08-17 16:38:08 +08:00 committed by FacialTurd
parent 887895624c
commit ec1ab3fbcf

625
powder.c
View File

@ -2262,353 +2262,368 @@ killed:
} }
if(t==PT_STKM) if(t==PT_STKM)
{ {
//Tempirature handling //Tempirature handling
if(parts[i].temp<-30) if(parts[i].temp<-30)
parts[i].life -= 0.2; parts[i].life -= 0.2;
if((parts[i].temp<36.6f) && (parts[i].temp>=-30)) if((parts[i].temp<36.6f) && (parts[i].temp>=-30))
parts[i].temp += 1; parts[i].temp += 1;
//Death //Death
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... 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...
{ {
for(r=-2; r<=1; r++) for(r=-2; r<=1; r++)
{ {
create_part(-1, x+r, y-2, player[2]); create_part(-1, x+r, y-2, player[2]);
create_part(-1, x+r+1, 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+1, player[2]);
create_part(-1, x+2, y+r, player[2]); create_part(-1, x+2, y+r, player[2]);
} }
kill_part(i); //Kill him kill_part(i); //Kill him
goto killed; goto killed;
} }
//Verlet integration //Verlet integration
pp = 2*player[3]-player[5]; pp = 2*player[3]-player[5];
player[5] = player[3]; player[5] = player[3];
player[3] = pp; player[3] = pp;
pp = 2*player[4]-player[6]; pp = 2*player[4]-player[6];
player[6] = player[4]; player[6] = player[4];
player[4] = pp; player[4] = pp;
pp = 2*player[7]-player[9]; pp = 2*player[7]-player[9];
player[9] = player[7]; player[9] = player[7];
player[7] = pp; player[7] = pp;
pp = 2*player[8]-player[10]+1; pp = 2*player[8]-player[10]+1;
player[10] = player[8]; player[10] = player[8];
player[8] = pp; player[8] = pp;
pp = 2*player[11]-player[13]; pp = 2*player[11]-player[13];
player[13] = player[11]; player[13] = player[11];
player[11] = pp; player[11] = pp;
pp = 2*player[12]-player[14]; pp = 2*player[12]-player[14];
player[14] = player[12]; player[14] = player[12];
player[12] = pp; player[12] = pp;
pp = 2*player[15]-player[17]; pp = 2*player[15]-player[17];
player[17] = player[15]; player[17] = player[15];
player[15] = pp; player[15] = pp;
pp = 2*player[16]-player[18]+1; pp = 2*player[16]-player[18]+1;
player[18] = player[16]; player[18] = player[16];
player[16] = pp; player[16] = pp;
//Go left //Go left
if (((int)(player[0])&0x01) == 0x01) if (((int)(player[0])&0x01) == 0x01)
{ {
if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID
&& (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG) && (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG)
{ {
if (pmap[(int)(player[8]-1)][(int)(player[7])]) if (pmap[(int)(player[8]-1)][(int)(player[7])])
{ {
player[9] += 3; player[9] += 3;
player[10] += 2; player[10] += 2;
player[5] += 2; player[5] += 2;
} }
if (pmap[(int)(player[16]-1)][(int)(player[15])]) if (pmap[(int)(player[16]-1)][(int)(player[15])])
{ {
player[17] += 3; player[17] += 3;
player[18] += 2; player[18] += 2;
player[13] +=2; player[13] +=2;
} }
} }
else else
{ {
if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids
{ {
player[9] += 1; player[9] += 1;
player[10] += 1; player[10] += 1;
player[5] += 1; player[5] += 1;
} }
if (pmap[(int)(player[16]-1)][(int)(player[15])]) if (pmap[(int)(player[16]-1)][(int)(player[15])])
{ {
player[17] += 1; player[17] += 1;
player[18] += 1; player[18] += 1;
player[13] +=1; player[13] +=1;
} }
} }
} }
//Go right //Go right
if (((int)(player[0])&0x02) == 0x02) if (((int)(player[0])&0x02) == 0x02)
{ {
if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID if (pstates[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_LIQUID
&& (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG) && (pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF) != PT_LNTG)
{ {
if (pmap[(int)(player[8]-1)][(int)(player[7])]) if (pmap[(int)(player[8]-1)][(int)(player[7])])
{ {
player[9] -= 3; player[9] -= 3;
player[10] += 2; player[10] += 2;
player[5] -= 2; player[5] -= 2;
} }
if (pmap[(int)(player[16]-1)][(int)(player[15])]) if (pmap[(int)(player[16]-1)][(int)(player[15])])
{ {
player[17] -= 3; player[17] -= 3;
player[18] += 2; player[18] += 2;
player[13] -= 2; player[13] -= 2;
} }
} }
else else
{ {
if (pmap[(int)(player[8]-1)][(int)(player[7])]) if (pmap[(int)(player[8]-1)][(int)(player[7])])
{ {
player[9] -= 1; player[9] -= 1;
player[10] += 1; player[10] += 1;
player[5] -= 1; player[5] -= 1;
} }
if (pmap[(int)(player[16]-1)][(int)(player[15])]) if (pmap[(int)(player[16]-1)][(int)(player[15])])
{ {
player[17] -= 1; player[17] -= 1;
player[18] += 1; player[18] += 1;
player[13] -= 1; player[13] -= 1;
} }
} }
} }
//Charge detector wall if foot inside //Charge detector wall if foot inside
if(bmap[(int)(player[8]+0.5)/CELL][(int)(player[7]+0.5)/CELL]==6) 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); 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) 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); set_emap((int)(player[15]+0.5)/CELL, (int)(player[16]+0.5)/CELL);
//Searching for particles near head //Searching for particles near head
for(nx = -2; nx <= 2; nx++) for(nx = -2; nx <= 2; nx++)
for(ny = 0; ny>=-2; ny--) for(ny = 0; ny>=-2; ny--)
{ {
if(!pmap[ny+y][nx+x] || (pmap[ny+y][nx+x]>>8)>=NPART) if(!pmap[ny+y][nx+x] || (pmap[ny+y][nx+x]>>8)>=NPART)
continue; continue;
if((pstates[pmap[ny+y][nx+x]&0xFF].state != ST_SOLID && (pmap[ny+y][nx+x]&0xFF)!=PT_STKM 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_WHOL && (pmap[ny+y][nx+x]&0xFF)!=PT_BHOL)
|| (pmap[ny+y][nx+x]&0xFF) == PT_LNTG) || (pmap[ny+y][nx+x]&0xFF) == PT_LNTG)
{ {
player[2] = pmap[ny+y][nx+x]&0xFF; //Current element 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((pmap[ny+y][nx+x]&0xFF) == PT_PLNT && parts[i].life<100) //Plant gives him 5 HP
{ {
if(parts[i].life<=95) if(parts[i].life<=95)
parts[i].life += 5; parts[i].life += 5;
else else
parts[i].life = 100; parts[i].life = 100;
kill_part(pmap[ny+y][nx+x]>>8); kill_part(pmap[ny+y][nx+x]>>8);
} }
if((pmap[ny+y][nx+x]&0xFF) == PT_NEUT) if((pmap[ny+y][nx+x]&0xFF) == PT_NEUT)
{ {
parts[i].life -= (102-parts[i].life)/2; parts[i].life -= (102-parts[i].life)/2;
kill_part(pmap[ny+y][nx+x]>>8); kill_part(pmap[ny+y][nx+x]>>8);
} }
} }
//Head position //Head position
nx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01); nx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01);
ny = y - 3*(player[1] == 0); ny = y - 3*(player[1] == 0);
//Spawn //Spawn
if(((int)(player[0])&0x08) == 0x08) if(((int)(player[0])&0x08) == 0x08)
{ {
ny -= 2*(rand()%2)+1; ny -= 2*(rand()%2)+1;
r = pmap[ny][nx]; r = pmap[ny][nx];
if(!((r>>8)>=NPART)) if(!((r>>8)>=NPART))
{ {
if(pstates[r&0xFF].state == ST_SOLID) if(pstates[r&0xFF].state == ST_SOLID)
{ {
create_part(-1, nx, ny, PT_SPRK); create_part(-1, nx, ny, PT_SPRK);
} }
else else
{ {
create_part(-1, nx, ny, player[2]); create_part(-1, nx, ny, player[2]);
r = pmap[ny][nx]; r = pmap[ny][nx];
if( ((r>>8) < NPART) && (r>>8)>=0 ) 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); 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;
}
}
//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;
d = 25/(pow((player[11]-player[15]), 2) + pow((player[12]-player[16]), 2)+25) - 0.5; //Simulation of joints
player[15] -= (player[11]-player[15])*d; d = 25/(pow((player[3]-player[7]), 2) + pow((player[4]-player[8]), 2)+25) - 0.5; //Fast distance
player[16] -= (player[12]-player[16])*d; player[7] -= (player[3]-player[7])*d;
player[11] += (player[11]-player[15])*d; player[8] -= (player[4]-player[8])*d;
player[12] += (player[12]-player[16])*d; player[3] += (player[3]-player[7])*d;
player[4] += (player[4]-player[8])*d;
d = 36/(pow((player[3]-parts[i].x), 2) + pow((player[4]-parts[i].y), 2)+36) - 0.5; d = 25/(pow((player[11]-player[15]), 2) + pow((player[12]-player[16]), 2)+25) - 0.5;
parts[i].vx -= (player[3]-parts[i].x)*d; player[15] -= (player[11]-player[15])*d;
parts[i].vy -= (player[4]-parts[i].y)*d; player[16] -= (player[12]-player[16])*d;
player[3] += (player[3]-parts[i].x)*d; player[11] += (player[11]-player[15])*d;
player[4] += (player[4]-parts[i].y)*d; player[12] += (player[12]-player[16])*d;
d = 36/(pow((player[11]-parts[i].x), 2) + pow((player[12]-parts[i].y), 2)+36) - 0.5; d = 36/(pow((player[3]-parts[i].x), 2) + pow((player[4]-parts[i].y), 2)+36) - 0.5;
parts[i].vx -= (player[11]-parts[i].x)*d; parts[i].vx -= (player[3]-parts[i].x)*d;
parts[i].vy -= (player[12]-parts[i].y)*d; parts[i].vy -= (player[4]-parts[i].y)*d;
player[11] += (player[11]-parts[i].x)*d; player[3] += (player[3]-parts[i].x)*d;
player[12] += (player[12]-parts[i].y)*d; player[4] += (player[4]-parts[i].y)*d;
//Side collisions checking d = 36/(pow((player[11]-parts[i].x), 2) + pow((player[12]-parts[i].y), 2)+36) - 0.5;
for(nx = -3; nx <= 3; nx++) parts[i].vx -= (player[11]-parts[i].x)*d;
{ parts[i].vy -= (player[12]-parts[i].y)*d;
if(pmap[(int)(player[16]-2)][(int)(player[15]+nx)]) player[11] += (player[11]-parts[i].x)*d;
player[15] -= nx; player[12] += (player[12]-parts[i].y)*d;
if(pmap[(int)(player[8]-2)][(int)(player[7]+nx)]) //Side collisions checking
player[7] -= nx; for(nx = -3; nx <= 3; nx++)
} {
if(pmap[(int)(player[16]-2)][(int)(player[15]+nx)])
player[15] -= nx;
//Collision checks if(pmap[(int)(player[8]-2)][(int)(player[7]+nx)])
for(ny = -2-(int)parts[i].vy; ny<=0; ny++) player[7] -= nx;
{ }
r = pmap[(int)(player[8]+ny)][(int)(player[7]+0.5)]; //This is to make coding more pleasant :-)
//For left leg //Collision checks
if (r && (r&0xFF)!=PT_STKM) for(ny = -2-(int)parts[i].vy; ny<=0; ny++)
{ {
if(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG) //Liquid checks r = pmap[(int)(player[8]+ny)][(int)(player[7]+0.5)]; //This is to make coding more pleasant :-)
{
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[16]+ny)][(int)(player[15]+0.5)]; //For left leg
if (r && (r&0xFF)!=PT_STKM)
{
if(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG) //Liquid checks
{
if(parts[i].y<(player[8]-10))
parts[i].vy = 1;
else
parts[i].vy = 0;
if(abs(parts[i].vx)>1)
parts[i].vx *= 0.5;
}
else
{
player[8] += ny-1;
parts[i].vy -= 0.5*parts[i].vy;
}
player[9] = player[7];
}
//For right leg r = pmap[(int)(player[16]+ny)][(int)(player[15]+0.5)];
if (r && (r&0xFF)!=PT_STKM)
{
if(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG)
{
if(parts[i].y<(player[16]-10))
parts[i].vy = 1;
else
parts[i].vy = 0;
if(abs(parts[i].vx)>1)
parts[i].vx *= 0.5;
}
else
{
player[16] += ny-1;
parts[i].vy -= 0.5*parts[i].vy;
}
player[17] = player[15];
}
//If it falls too fast //For right leg
if (parts[i].vy>=30) if (r && (r&0xFF)!=PT_STKM)
{ {
parts[i].y -= 10+ny; if(pstates[r&0xFF].state == ST_LIQUID || pstates[r&0xFF].state == ST_GAS || (r&0xFF)==PT_LNTG)
parts[i].vy = -10; {
} 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 (parts[i].vy>=30)
{
parts[i].y -= 10+ny;
parts[i].vy = -10;
}
//Keeping legs distance }
if (pow((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1)
{
player[7] += 0.2;
player[15] -= 0.2;
}
if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1) //Keeping legs distance
{ if (pow((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1)
player[3] += 0.2; {
player[11] -= 0.2; player[7] += 0.2;
} player[15] -= 0.2;
}
//If legs touch something if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1)
r = pmap[(int)(player[8]+0.5)][(int)(player[7]+0.5)]; {
if((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge player[3] += 0.2;
{ player[11] -= 0.2;
parts[i].life -= (int)(rand()/1000)+38; }
}
if (r>0 && (r>>8)<NPART) //If hot or cold //If legs touch something
{ r = pmap[(int)(player[8]+0.5)][(int)(player[7]+0.5)];
if(parts[r>>8].temp>=50 || parts[r>>8].temp<=-30) if((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge
{ {
parts[i].life -= 2; parts[i].life -= (int)(rand()/1000)+38;
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[16] -= 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 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[8] -= 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;
isplayer = 1; if ((r&0xFF)==PT_PLUT) //If on plut
} parts[i].life -= 1;
isplayer = 1;
}
if(t==PT_CLNE) if(t==PT_CLNE)
{ {