#include int update_SPAWN2(UPDATE_FUNC_ARGS) { ISSPAWN2 = 1; if (death2) { player2spawn = create_part(-1,x,y,PT_STKM2); isplayer2 = 1; death2 = 0; } return 0; } int update_STKM2(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 (isplayer2) { //Already a stickman2 in the simulation death2 = 1; parts[i].type = PT_NONE; } //Death if (parts[i].life<1 || death2 || (pv[y/CELL][x/CELL]>=4.5f && player2[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, player2[2]); create_part(-1, x+r+1, y+2, player2[2]); create_part(-1, x-2, y+r+1, player2[2]); create_part(-1, x+2, y+r, player2[2]); } kill_part(i); //Kill him return 1; } parts[i].vy += -0.7*dt; //Head up! //Verlet integration pp = 2*player2[3]-player2[5]+player2[19]*dt*dt;; player2[5] = player2[3]; player2[3] = pp; pp = 2*player2[4]-player2[6]+player2[20]*dt*dt;; player2[6] = player2[4]; player2[4] = pp; pp = 2*player2[7]-player2[9]+player2[21]*dt*dt;; player2[9] = player2[7]; player2[7] = pp; pp = 2*player2[8]-player2[10]+(player2[22]+1)*dt*dt;; player2[10] = player2[8]; player2[8] = pp; pp = 2*player2[11]-player2[13]+player2[23]*dt*dt;; player2[13] = player2[11]; player2[11] = pp; pp = 2*player2[12]-player2[14]+player2[24]*dt*dt;; player2[14] = player2[12]; player2[12] = pp; pp = 2*player2[15]-player2[17]+player2[25]*dt*dt;; player2[17] = player2[15]; player2[15] = pp; pp = 2*player2[16]-player2[18]+(player2[26]+1)*dt*dt;; player2[18] = player2[16]; player2[16] = pp; //Setting acceleration to 0 player2[19] = 0; player2[20] = 0; player2[21] = 0; player2[22] = 0; player2[23] = 0; player2[24] = 0; player2[25] = 0; player2[26] = 0; //Go left r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]; if (((int)(player2[0])&0x01) == 0x01 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS)) { if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID && (r&0xFF) != PT_LNTG)) { if (pmap[(int)(player2[8]-1)][(int)(player2[7])]) { player2[21] = -3; player2[22] = -2; player2[19] = -2; } if (pmap[(int)(player2[16]-1)][(int)(player2[15])]) { player2[25] = -3; player2[26] = -2; player2[23] = -2; } } else { if (pmap[(int)(player2[8]-1)][(int)(player2[7])]) //It should move another way in liquids { player2[21] = -1; player2[22] = -1; player2[19] = -1; } if (pmap[(int)(player2[16]-1)][(int)(player2[15])]) { player2[25] = -1; player2[26] = -1; player2[23] = -1; } } } //Go right r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)]; if (((int)(player2[0])&0x02) == 0x02 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS)) { if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID && (r&0xFF) != PT_LNTG)) { if (pmap[(int)(player2[8]-1)][(int)(player2[7])]) { player2[21] = 3; player2[22] = -2; player2[19] = 2; } if (pmap[(int)(player2[16]-1)][(int)(player2[15])]) { player2[25] = 3; player2[26] = -2; player2[23] = 2; } } else { if (pmap[(int)(player2[8]-1)][(int)(player2[7])]) { player2[21] = 1; player2[22] = -1; player2[19] = 1; } if (pmap[(int)(player2[16]-1)][(int)(player2[15])]) { player2[25] = 1; player2[26] = -1; player2[23] = 1; } } } //Jump if (((int)(player2[0])&0x04) == 0x04 && ( (pmap[(int)(player2[8]-0.5)][(int)(player2[7])]&0xFF)>=PT_NUM || ptypes[pmap[(int)(player2[8]-0.5)][(int)(player2[7])]&0xFF].state != ST_GAS || (pmap[(int)(player2[16]-0.5)][(int)(player2[15])]&0xFF)>=PT_NUM || ptypes[pmap[(int)(player2[16]-0.5)][(int)(player2[15])]&0xFF].state != ST_GAS)) { if (pmap[(int)(player2[8]-0.5)][(int)(player2[7])] || pmap[(int)(player2[16]-0.5)][(int)(player2[15])]) { parts[i].vy = -5; player2[22] -= 1; player2[26] -= 1; } } //Charge detector wall if foot inside if (bmap[(int)(player2[8]+0.5)/CELL][(int)(player2[7]+0.5)/CELL]==WL_DETECT) set_emap((int)player2[7]/CELL, (int)player2[8]/CELL); if (bmap[(int)(player2[16]+0.5)/CELL][(int)(player2[15]+0.5)/CELL]==WL_DETECT) set_emap((int)(player2[15]+0.5)/CELL, (int)(player2[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) && !bmap[(y+ry)/CELL][(x+rx)/CELL]) continue; if (ptypes[r&0xFF].falldown!=0 || (r&0xFF) == PT_NEUT || (r&0xFF) == PT_PHOT) { player2[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) player2[2] = SPC_AIR; } //Head position rx = x + 3*((((int)player2[1])&0x02) == 0x02) - 3*((((int)player2[1])&0x01) == 0x01); ry = y - 3*(player2[1] == 0); //Spawn if (((int)(player2[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 (player2[2] == SPC_AIR) create_parts(rx + 3*((((int)player2[1])&0x02) == 0x02) - 3*((((int)player2[1])&0x01) == 0x01), ry, 4, 4, SPC_AIR); else np = create_part(-1, rx, ry, player2[2]); if ((np < NPART) && np>=0 && player2[2] != PT_PHOT && player2[2] != SPC_AIR) parts[np].vx = parts[np].vx + 5*((((int)player2[1])&0x02) == 0x02) - 5*(((int)(player2[1])&0x01) == 0x01); if ((np < NPART) && np>=0 && player2[2] == PT_PHOT) { int random = abs(rand()%3-1)*3; if (random==0) { kill_part(np); } else { parts[np].vy = 0; if (((int)player2[1])&(0x01|0x02)) parts[np].vx = (((((int)player2[1])&0x02) == 0x02) - (((int)(player2[1])&0x01) == 0x01))*random; else parts[np].vx = random; } } } } } //Simulation of joints d = 25/(pow((player2[3]-player2[7]), 2) + pow((player2[4]-player2[8]), 2)+25) - 0.5; //Fast distance player2[7] -= (player2[3]-player2[7])*d; player2[8] -= (player2[4]-player2[8])*d; player2[3] += (player2[3]-player2[7])*d; player2[4] += (player2[4]-player2[8])*d; d = 25/(pow((player2[11]-player2[15]), 2) + pow((player2[12]-player2[16]), 2)+25) - 0.5; player2[15] -= (player2[11]-player2[15])*d; player2[16] -= (player2[12]-player2[16])*d; player2[11] += (player2[11]-player2[15])*d; player2[12] += (player2[12]-player2[16])*d; d = 36/(pow((player2[3]-parts[i].x), 2) + pow((player2[4]-parts[i].y), 2)+36) - 0.5; parts[i].vx -= (player2[3]-parts[i].x)*d; parts[i].vy -= (player2[4]-parts[i].y)*d; player2[3] += (player2[3]-parts[i].x)*d; player2[4] += (player2[4]-parts[i].y)*d; d = 36/(pow((player2[11]-parts[i].x), 2) + pow((player2[12]-parts[i].y), 2)+36) - 0.5; parts[i].vx -= (player2[11]-parts[i].x)*d; parts[i].vy -= (player2[12]-parts[i].y)*d; player2[11] += (player2[11]-parts[i].x)*d; player2[12] += (player2[12]-parts[i].y)*d; //Side collisions checking for (rx = -3; rx <= 3; rx++) { r = pmap[(int)(player2[16]-2)][(int)(player2[15]+rx)]; if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID))) player2[15] -= rx; r = pmap[(int)(player2[8]-2)][(int)(player2[7]+rx)]; if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID))) player2[7] -= rx; } //Collision checks for (ry = -2-(int)parts[i].vy; ry<=0; ry++) { r = pmap[(int)(player2[8]+ry)][(int)(player2[7]+0.5)]; //This is to make coding more pleasant :-) //For left leg if (r && (r&0xFF)!=PT_STKM2) { if ((r&0xFF)1) parts[i].vx *= 0.5*dt; } else { if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS) { player2[8] += ry-1; parts[i].vy -= 0.5*parts[i].vy*dt; } } player2[9] = player2[7]; } r = pmap[(int)(player2[16]+ry)][(int)(player2[15]+0.5)]; //For right leg if (r && (r&0xFF)!=PT_STKM2) { if ((r&0xFF)1) parts[i].vx *= 0.5*dt; } else { if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS) { player2[16] += ry-1; parts[i].vy -= 0.5*parts[i].vy*dt; } } player2[17] = player2[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((player2[7] - player2[15]), 2)<16 && pow((player2[8]-player2[16]), 2)<1) { player2[21] -= 0.2; player2[25] += 0.2; } if (pow((player2[3] - player2[11]), 2)<16 && pow((player2[4]-player2[12]), 2)<1) { player2[19] -= 0.2; player2[23] += 0.2; } //If legs touch something r = pmap[(int)(player2[8]+0.5)][(int)(player2[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; player2[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)(player2[16]+0.5)][(int)(player2[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; player2[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; isplayer2 = 1; return 0; }