/* * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #define INBOND(x, y) ((x)>=0 && (y)>=0 && (x) int update_SPAWN(UPDATE_FUNC_ARGS) { if (!player.spwn) create_part(-1, x, y, PT_STKM); return 0; } int update_STKM(UPDATE_FUNC_ARGS) { run_stickman(&player, UPDATE_FUNC_SUBCALL_ARGS); return 0; } int graphics_STKM(GRAPHICS_FUNC_ARGS) { if ((int)player.elem0 && parts[i].ctype0) || parts[i].ctype==SPC_AIR || parts[i].ctype == PT_NEUT || parts[i].ctype == PT_PHOT || parts[i].ctype == PT_LIGH) playerp->elem = parts[i].ctype; playerp->frames++; //Temperature handling if (parts[i].temp<243) parts[i].life -= 1; if ((parts[i].temp<309.6f) && (parts[i].temp>=243)) parts[i].temp += 1; //Death if (parts[i].life<1 || (pv[y/CELL][x/CELL]>=4.5f && playerp->elem != 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, playerp->elem); create_part(-1, x+r+1, y+2, playerp->elem); create_part(-1, x-2, y+r+1, playerp->elem); create_part(-1, x+2, y+r, playerp->elem); } kill_part(i); //Kill him return 1; } //Follow gravity gvx = gvy = 0.0f; switch (gravityMode) { default: case 0: gvy = 1; break; case 1: gvy = gvx = 0.0f; break; case 2: { float gravd; gravd = 0.01f - hypotf((parts[i].x - XCNTR), (parts[i].y - YCNTR)); gvx = ((float)(parts[i].x - XCNTR) / gravd); gvy = ((float)(parts[i].y - YCNTR) / gravd); } } gvx += gravx[((int)parts[i].y/CELL)*(XRES/CELL)+((int)parts[i].x/CELL)]; gvy += gravy[((int)parts[i].y/CELL)*(XRES/CELL)+((int)parts[i].x/CELL)]; parts[i].vx -= gvx*dt; //Head up! parts[i].vy -= gvy*dt; //Verlet integration pp = 2*playerp->legs[0]-playerp->legs[2]+playerp->accs[0]*dt*dt; playerp->legs[2] = playerp->legs[0]; playerp->legs[0] = pp; pp = 2*playerp->legs[1]-playerp->legs[3]+playerp->accs[1]*dt*dt; playerp->legs[3] = playerp->legs[1]; playerp->legs[1] = pp; pp = 2*playerp->legs[4]-playerp->legs[6]+(playerp->accs[2]+gvx)*dt*dt; playerp->legs[6] = playerp->legs[4]; playerp->legs[4] = pp; pp = 2*playerp->legs[5]-playerp->legs[7]+(playerp->accs[3]+gvy)*dt*dt; playerp->legs[7] = playerp->legs[5]; playerp->legs[5] = pp; pp = 2*playerp->legs[8]-playerp->legs[10]+playerp->accs[4]*dt*dt; playerp->legs[10] = playerp->legs[8]; playerp->legs[8] = pp; pp = 2*playerp->legs[9]-playerp->legs[11]+playerp->accs[5]*dt*dt; playerp->legs[11] = playerp->legs[9]; playerp->legs[9] = pp; pp = 2*playerp->legs[12]-playerp->legs[14]+(playerp->accs[6]+gvx)*dt*dt; playerp->legs[14] = playerp->legs[12]; playerp->legs[12] = pp; pp = 2*playerp->legs[13]-playerp->legs[15]+(playerp->accs[7]+gvy)*dt*dt; playerp->legs[15] = playerp->legs[13]; playerp->legs[13] = pp; //Setting accseleration to 0 playerp->accs[0] = 0; playerp->accs[1] = 0; playerp->accs[2] = 0; playerp->accs[3] = 0; playerp->accs[4] = 0; playerp->accs[5] = 0; playerp->accs[6] = 0; playerp->accs[7] = 0; gx = (playerp->legs[4] + playerp->legs[12])/2 - gvy; gy = (playerp->legs[5] + playerp->legs[13])/2 + gvx; dl = pow(gx - playerp->legs[4], 2) + pow(gy - playerp->legs[5], 2); dr = pow(gx - playerp->legs[12], 2) + pow(gy - playerp->legs[13], 2); //Go left if (((int)(playerp->comm)&0x01) == 0x01) { if (dl>dr) { if (!eval_move(PT_DUST, playerp->legs[4], playerp->legs[5], NULL)) { playerp->accs[2] = -3*gvy-3*gvx; playerp->accs[3] = 3*gvx-3*gvy; playerp->accs[0] = -gvy; playerp->accs[1] = gvx; } } else { if (!eval_move(PT_DUST, playerp->legs[12], playerp->legs[13], NULL)) { playerp->accs[6] = -3*gvy-3*gvx; playerp->accs[7] = 3*gvx-3*gvy; playerp->accs[0] = -gvy; playerp->accs[1] = gvx; } } } //Go right if (((int)(playerp->comm)&0x02) == 0x02) { if (dllegs[4], playerp->legs[5], NULL)) { playerp->accs[2] = 3*gvy-3*gvx; playerp->accs[3] = -3*gvx-3*gvy; playerp->accs[0] = gvy; playerp->accs[1] = -gvx; } } else { if (!eval_move(PT_DUST, playerp->legs[12], playerp->legs[13], NULL)) { playerp->accs[6] = 3*gvy-3*gvx; playerp->accs[7] = -3*gvx-3*gvy; playerp->accs[0] = gvy; playerp->accs[1] = -gvx; } } } //Jump if (((int)(playerp->comm)&0x04) == 0x04 && (!eval_move(PT_DUST, playerp->legs[4], playerp->legs[5], NULL) || !eval_move(PT_DUST, playerp->legs[12], playerp->legs[13], NULL))) { parts[i].vy -= 4*gvy; playerp->accs[3] -= gvy; playerp->accs[7] -= gvy; } //Charge detector wall if foot inside if (bmap[(int)(playerp->legs[5]+0.5)/CELL][(int)(playerp->legs[4]+0.5)/CELL]==WL_DETECT) set_emap((int)playerp->legs[4]/CELL, (int)playerp->legs[5]/CELL); if (bmap[(int)(playerp->legs[13]+0.5)/CELL][(int)(playerp->legs[12]+0.5)/CELL]==WL_DETECT) set_emap((int)(playerp->legs[12]+0.5)/CELL, (int)(playerp->legs[13]+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+rxelem = r&0xFF; //Current element } if ((r&0xFF)==PT_TESC || (r&0xFF)==PT_LIGH) playerp->elem = PT_LIGH; 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) playerp->elem = SPC_AIR; if ((r&0xFF)==PT_PRTI) STKM_interact(playerp, i, rx, ry); if (!parts[i].type)//STKM_interact may kill STKM return 1; } //Head position rx = x + 3*((((int)playerp->pcomm)&0x02) == 0x02) - 3*((((int)playerp->pcomm)&0x01) == 0x01); ry = y - 3*(playerp->pcomm == 0); //Spawn if (((int)(playerp->comm)&0x08) == 0x08) { ry -= 2*(rand()%2)+1; r = pmap[ry][rx]; if (ptypes[r&0xFF].state == ST_SOLID) { create_part(-1, rx, ry, PT_SPRK); playerp->frames = 0; } else { int np = -1; if (playerp->elem == SPC_AIR) create_parts(rx + 3*((((int)playerp->pcomm)&0x02) == 0x02) - 3*((((int)playerp->pcomm)&0x01) == 0x01), ry, 4, 4, SPC_AIR, 0, 1); else if (playerp->elem==PT_LIGH && playerp->frames<30)//limit lightning creation rate np = -1; else np = create_part(-1, rx, ry, playerp->elem); if ( (np < NPART) && np>=0) { if (playerp->elem == PT_PHOT) { int random = abs(rand()%3-1)*3; if (random==0) { kill_part(np); } else { parts[np].vy = 0; if (((int)playerp->pcomm)&(0x01|0x02)) parts[np].vx = (((((int)playerp->pcomm)&0x02) == 0x02) - (((int)(playerp->pcomm)&0x01) == 0x01))*random; else parts[np].vx = random; } } else if (playerp->elem == PT_LIGH) { float angle; int power = 100; if (gvx!=0 || gvy!=0) angle = atan2(gvx, gvy)*180.0f/M_PI; else angle = rand()%360; if (((int)playerp->comm)&0x01) angle += 180; if (angle>360) angle-=360; if (angle<0) angle+=360; parts[np].tmp = angle; parts[np].life=rand()%(2+power/15)+power/7; parts[np].temp=parts[np].life*power/2.5; parts[np].tmp2=1; } else if (playerp->elem != SPC_AIR) { parts[np].vx -= -gvy*(5*((((int)playerp->pcomm)&0x02) == 0x02) - 5*(((int)(playerp->pcomm)&0x01) == 0x01)); parts[np].vy -= gvx*(5*((((int)playerp->pcomm)&0x02) == 0x02) - 5*(((int)(playerp->pcomm)&0x01) == 0x01)); parts[i].vx -= (ptypes[(int)playerp->elem].weight*parts[np].vx)/1000; } playerp->frames = 0; } } } //Simulation of joints d = 25/(pow((playerp->legs[0]-playerp->legs[4]), 2) + pow((playerp->legs[1]-playerp->legs[5]), 2)+25) - 0.5; //Fast distance playerp->legs[4] -= (playerp->legs[0]-playerp->legs[4])*d; playerp->legs[5] -= (playerp->legs[1]-playerp->legs[5])*d; playerp->legs[0] += (playerp->legs[0]-playerp->legs[4])*d; playerp->legs[1] += (playerp->legs[1]-playerp->legs[5])*d; d = 25/(pow((playerp->legs[8]-playerp->legs[12]), 2) + pow((playerp->legs[9]-playerp->legs[13]), 2)+25) - 0.5; playerp->legs[12] -= (playerp->legs[8]-playerp->legs[12])*d; playerp->legs[13] -= (playerp->legs[9]-playerp->legs[13])*d; playerp->legs[8] += (playerp->legs[8]-playerp->legs[12])*d; playerp->legs[9] += (playerp->legs[9]-playerp->legs[13])*d; d = 36/(pow((playerp->legs[0]-parts[i].x), 2) + pow((playerp->legs[1]-parts[i].y), 2)+36) - 0.5; parts[i].vx -= (playerp->legs[0]-parts[i].x)*d; parts[i].vy -= (playerp->legs[1]-parts[i].y)*d; playerp->legs[0] += (playerp->legs[0]-parts[i].x)*d; playerp->legs[1] += (playerp->legs[1]-parts[i].y)*d; d = 36/(pow((playerp->legs[8]-parts[i].x), 2) + pow((playerp->legs[9]-parts[i].y), 2)+36) - 0.5; parts[i].vx -= (playerp->legs[8]-parts[i].x)*d; parts[i].vy -= (playerp->legs[9]-parts[i].y)*d; playerp->legs[8] += (playerp->legs[8]-parts[i].x)*d; playerp->legs[9] += (playerp->legs[9]-parts[i].y)*d; if (INBOND(playerp->legs[4], playerp->legs[5]) && !eval_move(PT_DUST, playerp->legs[4], playerp->legs[5], NULL)) { playerp->legs[4] = playerp->legs[6]; playerp->legs[5] = playerp->legs[7]; } if (INBOND(playerp->legs[12], playerp->legs[13]) && !eval_move(PT_DUST, playerp->legs[12], playerp->legs[13], NULL)) { playerp->legs[12] = playerp->legs[14]; playerp->legs[13] = playerp->legs[15]; } //This makes stick man "pop" from obstacles if (INBOND(playerp->legs[4], playerp->legs[5]) && !eval_move(PT_DUST, playerp->legs[4], playerp->legs[5], NULL)) { float t; t = playerp->legs[4]; playerp->legs[4] = playerp->legs[6]; playerp->legs[6] = t; t = playerp->legs[5]; playerp->legs[5] = playerp->legs[7]; playerp->legs[7] = t; } if (INBOND(playerp->legs[12], playerp->legs[13]) && !eval_move(PT_DUST, playerp->legs[12], playerp->legs[13], NULL)) { float t; t = playerp->legs[12]; playerp->legs[12] = playerp->legs[14]; playerp->legs[14] = t; t = playerp->legs[13]; playerp->legs[13] = playerp->legs[15]; playerp->legs[15] = t; } //Keeping legs distance if ((pow((playerp->legs[4] - playerp->legs[12]), 2) + pow((playerp->legs[5]-playerp->legs[13]), 2))<16) { float tvx, tvy; tvx = -gvy; tvy = gvx; if (tvx || tvy) { playerp->accs[2] -= 0.2*tvx/hypot(tvx, tvy); playerp->accs[3] -= 0.2*tvy/hypot(tvx, tvy); playerp->accs[6] += 0.2*tvx/hypot(tvx, tvy); playerp->accs[7] += 0.2*tvy/hypot(tvx, tvy); } } if ((pow((playerp->legs[0] - playerp->legs[8]), 2) + pow((playerp->legs[1]-playerp->legs[9]), 2))<16) { float tvx, tvy; tvx = -gvy; tvy = gvx; if (tvx || tvy) { playerp->accs[0] -= 0.2*tvx/hypot(tvx, tvy); playerp->accs[1] -= 0.2*tvy/hypot(tvx, tvy); playerp->accs[4] += 0.2*tvx/hypot(tvx, tvy); playerp->accs[5] += 0.2*tvy/hypot(tvx, tvy); } } //If legs touch something STKM_interact(playerp, i, (int)(playerp->legs[4]+0.5), (int)(playerp->legs[5]+0.5)); STKM_interact(playerp, i, (int)(playerp->legs[12]+0.5), (int)(playerp->legs[13]+0.5)); STKM_interact(playerp, i, (int)(playerp->legs[4]+0.5), (int)playerp->legs[5]); STKM_interact(playerp, i, (int)(playerp->legs[12]+0.5), (int)playerp->legs[13]); if (!parts[i].type) return 1; parts[i].ctype = playerp->elem; return 0; } void STKM_interact(playerst* playerp, int i, int x, int y) { int r; if (x<0 || y<0 || x>=XRES || y>=YRES || !parts[i].type) return; r = pmap[y][x]; if (r) { if ((r&0xFF)==PT_SPRK && playerp->elem!=PT_LIGH) //If on charge { parts[i].life -= (int)(rand()*20/RAND_MAX)+32; } if (ptypes[r&0xFF].hconduct && ((playerp->elem!=PT_LIGH && parts[r>>8].temp>=323) || parts[r>>8].temp<=243)) { parts[i].life -= 2; playerp->accs[3] -= 1; } if (ptypes[r&0xFF].properties&PROP_DEADLY) switch (r&0xFF) { case PT_ACID: parts[i].life -= 5; break; default: parts[i].life -= 1; } if (ptypes[r&0xFF].properties&PROP_RADIOACTIVE) parts[i].life -= 1; if ((r&0xFF)==PT_PRTI && parts[i].type) { int nnx, count=1;//gives rx=0, ry=1 in update_PRTO parts[r>>8].tmp = (int)((parts[r>>8].temp-73.15f)/100+1); if (parts[r>>8].tmp>=CHANNELS) parts[r>>8].tmp = CHANNELS-1; else if (parts[r>>8].tmp<0) parts[r>>8].tmp = 0; for (nnx=0; nnx<80; nnx++) if (!portalp[parts[r>>8].tmp][count][nnx].type) { portalp[parts[r>>8].tmp][count][nnx] = parts[i]; kill_part(i); //stop new STKM/fighters being created to replace the ones in the portal: playerp->spwn = 1; if (portalp[parts[r>>8].tmp][count][nnx].type==PT_FIGH) fighcount++; break; } } } } void STKM_init_legs(playerst* playerp, int i) { int x, y; x = (int)(parts[i].x+0.5f); y = (int)(parts[i].y+0.5f); playerp->legs[0] = x-1; playerp->legs[1] = y+6; playerp->legs[2] = x-1; playerp->legs[3] = y+6; playerp->legs[4] = x-3; playerp->legs[5] = y+12; playerp->legs[6] = x-3; playerp->legs[7] = y+12; playerp->legs[8] = x+1; playerp->legs[9] = y+6; playerp->legs[10] = x+1; playerp->legs[11] = y+6; playerp->legs[12] = x+3; playerp->legs[13] = y+12; playerp->legs[14] = x+3; playerp->legs[15] = y+12; }