#include int update_SPAWN(UPDATE_FUNC_ARGS) { ISSPAWN1 = 1; if (death) { playerspawn = create_part(-1,x,y,PT_STKM); isplayer = 1; death = 0; } return 0; } int update_STKM(UPDATE_FUNC_ARGS) { int r, rx, ry; float pp, d; float dt = 0.9;///(FPSB*FPSB); //Delta time in square //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 (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... { 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]); } kill_part(i); //Kill him return 1; } 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*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*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*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; //Setting acceleration to 0 player[19] = 0; player[20] = 0; player[21] = 0; player[22] = 0; player[23] = 0; player[24] = 0; player[25] = 0; player[26] = 0; //Go left if (((int)(player[0])&0x01) == 0x01 && ptypes[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_GAS) { if (ptypes[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) { if (pmap[(int)(player[8]-1)][(int)(player[7])]) { player[21] = -3; player[22] = -2; player[19] = -2; } if (pmap[(int)(player[16]-1)][(int)(player[15])]) { player[25] = -3; player[26] = -2; player[23] = -2; } } else { if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids { player[21] = -1; player[22] = -1; player[19] = -1; } if (pmap[(int)(player[16]-1)][(int)(player[15])]) { player[25] = -1; player[26] = -1; player[23] = -1; } } } //Go right if (((int)(player[0])&0x02) == 0x02 && ptypes[pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]&0xFF].state != ST_GAS) { if (ptypes[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) { if (pmap[(int)(player[8]-1)][(int)(player[7])]) { player[21] = 3; player[22] = -2; player[19] = 2; } if (pmap[(int)(player[16]-1)][(int)(player[15])]) { player[25] = 3; player[26] = -2; player[23] = 2; } } else { if (pmap[(int)(player[8]-1)][(int)(player[7])]) { player[21] = 1; player[22] = -1; player[19] = 1; } if (pmap[(int)(player[16]-1)][(int)(player[15])]) { player[25] = 1; player[26] = -1; player[23] = 1; } } } //Jump if (((int)(player[0])&0x04) == 0x04 && (ptypes[pmap[(int)(player[8]-0.5)][(int)(player[7])]&0xFF].state != ST_GAS || ptypes[pmap[(int)(player[16]-0.5)][(int)(player[15])]&0xFF].state != ST_GAS)) { if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])]) { parts[i].vy = -5; player[22] -= 1; player[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); //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>8)>=NPART) r = photons[y+ry][x+rx]; if (!r || (r>>8)>=NPART) continue; if (ptypes[r&0xFF].falldown!=0 || (r&0xFF) == PT_NEUT || (r&0xFF) == PT_PHOT) { player[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) { parts[i].life -= (102-parts[i].life)/2; kill_part(r>>8); } if (bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_FAN) player[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); //Spawn if (((int)(player[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 (player[2] == SPC_AIR) create_parts(rx + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[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) { int random = abs(rand()%3-1)*3; if (random==0) { kill_part(np); } 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; else parts[np].vx = random; } } } } } //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; 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 = 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((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; //Side collisions checking for (rx = -3; rx <= 3; rx++) { r = pmap[(int)(player[16]-2)][(int)(player[15]+rx)]; if (r && ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID) player[15] -= rx; r = pmap[(int)(player[8]-2)][(int)(player[7]+rx)]; if (r && ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID) player[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 :-) //For left leg if (r && (r&0xFF)!=PT_STKM) { if (ptypes[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG) //Liquid checks { if (parts[i].y<(player[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 (ptypes[r&0xFF].state != ST_GAS) { player[8] += ry-1; parts[i].vy -= 0.5*parts[i].vy*dt; } } player[9] = player[7]; } r = pmap[(int)(player[16]+ry)][(int)(player[15]+0.5)]; //For right leg if (r && (r&0xFF)!=PT_STKM) { if (ptypes[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG) { if (parts[i].y<(player[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 (ptypes[r&0xFF].state != ST_GAS) { player[16] += ry-1; parts[i].vy -= 0.5*parts[i].vy*dt; } } player[17] = player[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((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1) { player[21] -= 0.2; player[25] += 0.2; } if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1) { player[19] -= 0.2; player[23] += 0.2; } //If legs touch something r = pmap[(int)(player[8]+0.5)][(int)(player[7]+0.5)]; if ((r&0xFF)==PT_SPRK && r && (r>>8)0 && (r>>8)>8].temp>=323 || parts[r>>8].temp<=243) //If hot or cold { parts[i].life -= 2; player[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)(player[16]+0.5)][(int)(player[15]+0.5)]; if ((r&0xFF)==PT_SPRK && r && (r>>8)0 && (r>>8)>8].temp>=323 || parts[r>>8].temp<=243) { parts[i].life -= 2; player[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; isplayer = 1; return 0; }