The-Powder-Toy/src/simulation/elements/STKM.cpp

683 lines
20 KiB
C++

#include "simulation/Elements.h"
//#TPT-Directive ElementClass Element_STKM PT_STKM 55
Element_STKM::Element_STKM()
{
Identifier = "DEFAULT_PT_STKM";
Name = "STKM";
Colour = PIXPACK(0xFFE0A0);
MenuVisible = 1;
MenuSection = SC_SPECIAL;
Enabled = 1;
Advection = 0.5f;
AirDrag = 0.00f * CFDS;
AirLoss = 0.2f;
Loss = 1.0f;
Collision = 0.0f;
Gravity = 0.0f;
Diffusion = 0.0f;
HotAir = 0.00f * CFDS;
Falldown = 0;
Flammable = 0;
Explosive = 0;
Meltable = 0;
Hardness = 0;
Weight = 50;
Temperature = R_TEMP+14.6f+273.15f;
HeatConduct = 0;
Description = "Stickman. Don't kill him! Control with the arrow keys.";
State = ST_NONE;
Properties = PROP_NOCTYPEDRAW;
LowPressure = IPL;
LowPressureTransition = NT;
HighPressure = IPH;
HighPressureTransition = NT;
LowTemperature = ITL;
LowTemperatureTransition = NT;
HighTemperature = 620.0f;
HighTemperatureTransition = PT_FIRE;
Update = &Element_STKM::update;
Graphics = &Element_STKM::graphics;
}
//#TPT-Directive ElementHeader Element_STKM static int update(UPDATE_FUNC_ARGS)
int Element_STKM::update(UPDATE_FUNC_ARGS)
{
run_stickman(&sim->player, UPDATE_FUNC_SUBCALL_ARGS);
return 0;
}
//#TPT-Directive ElementHeader Element_STKM static int graphics(GRAPHICS_FUNC_ARGS)
int Element_STKM::graphics(GRAPHICS_FUNC_ARGS)
{
*colr = *colg = *colb = *cola = 0;
*pixel_mode = PSPEC_STICKMAN;
return 1;
}
#define INBOND(x, y) ((x)>=0 && (y)>=0 && (x)<XRES && (y)<YRES)
//#TPT-Directive ElementHeader Element_STKM static int run_stickman(playerst* playerp, UPDATE_FUNC_ARGS)
int Element_STKM::run_stickman(playerst* playerp, UPDATE_FUNC_ARGS) {
int r, rx, ry;
int t = parts[i].type;
float pp, d;
float dt = 0.9;///(FPSB*FPSB); //Delta time in square
float gvx, gvy;
float gx, gy, dl, dr;
float rocketBootsHeadEffect = 0.35f;
float rocketBootsFeetEffect = 0.15f;
float rocketBootsHeadEffectV = 0.3f;// stronger acceleration vertically, to counteract gravity
float rocketBootsFeetEffectV = 0.45f;
if ((parts[i].ctype>0 && parts[i].ctype<PT_NUM && sim->elements[parts[i].ctype].Enabled && sim->elements[parts[i].ctype].Falldown>0) || 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 || (sim->pv[y/CELL][x/CELL]>=4.5f && playerp->elem != SPC_AIR) ) //If his HP is less than 0 or there is very big wind...
{
for (r=-2; r<=1; r++)
{
sim->create_part(-1, x+r, y-2, playerp->elem);
sim->create_part(-1, x+r+1, y+2, playerp->elem);
sim->create_part(-1, x-2, y+r+1, playerp->elem);
sim->create_part(-1, x+2, y+r, playerp->elem);
}
sim->kill_part(i); //Kill him
return 1;
}
//Follow gravity
gvx = gvy = 0.0f;
switch (sim->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);
}
break;
}
gvx += sim->gravx[((int)parts[i].y/CELL)*(XRES/CELL)+((int)parts[i].x/CELL)];
gvy += sim->gravy[((int)parts[i].y/CELL)*(XRES/CELL)+((int)parts[i].x/CELL)];
float rbx = gvx;
float rby = gvy;
bool rbLowGrav = false;
float tmp = fabsf(rbx) > fabsf(rby)?fabsf(rbx):fabsf(rby);
if (tmp < 0.001f)
{
rbLowGrav = true;
rbx = -parts[i].vx;
rby = -parts[i].vy;
tmp = fabsf(rbx) > fabsf(rby)?fabsf(rbx):fabsf(rby);
}
if (tmp < 0.001f)
{
rbx = 0;
rby = 1.0f;
tmp = 1.0f;
}
tmp = 1.0f/sqrtf(rbx*rbx+rby*rby);
rbx *= tmp;// scale to a unit vector
rby *= tmp;
if (rbLowGrav)
{
rocketBootsHeadEffectV = rocketBootsHeadEffect;
rocketBootsFeetEffectV = rocketBootsFeetEffect;
}
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 acceleration 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)
{
bool moved = false;
if (dl>dr)
{
if (INBOND(playerp->legs[4], playerp->legs[5]) && !sim->eval_move(t, 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;
moved = true;
}
}
else
{
if (INBOND(playerp->legs[12], playerp->legs[13]) && !sim->eval_move(t, 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;
moved = true;
}
}
if (!moved && playerp->rocketBoots)
{
parts[i].vx -= rocketBootsHeadEffect*rby;
parts[i].vy += rocketBootsHeadEffect*rbx;
playerp->accs[2] -= rocketBootsFeetEffect*rby;
playerp->accs[6] -= rocketBootsFeetEffect*rby;
playerp->accs[3] += rocketBootsFeetEffect*rbx;
playerp->accs[7] += rocketBootsFeetEffect*rbx;
for (int leg=0; leg<2; leg++)
{
if (leg==1 && (((int)(playerp->comm)&0x02) == 0x02))
continue;
int footX = playerp->legs[leg*8+4], footY = playerp->legs[leg*8+5];
int np = sim->create_part(-1, footX, footY, PT_PLSM);
if (np>=0)
{
parts[np].vx = parts[i].vx+rby*25;
parts[np].vy = parts[i].vy-rbx*25;
parts[np].life += 30;
}
}
}
}
//Go right
if (((int)(playerp->comm)&0x02) == 0x02)
{
bool moved = false;
if (dl<dr)
{
if (INBOND(playerp->legs[4], playerp->legs[5]) && !sim->eval_move(t, 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;
moved = true;
}
}
else
{
if (INBOND(playerp->legs[12], playerp->legs[13]) && !sim->eval_move(t, 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;
moved = true;
}
}
if (!moved && playerp->rocketBoots)
{
parts[i].vx += rocketBootsHeadEffect*rby;
parts[i].vy -= rocketBootsHeadEffect*rbx;
playerp->accs[2] += rocketBootsFeetEffect*rby;
playerp->accs[6] += rocketBootsFeetEffect*rby;
playerp->accs[3] -= rocketBootsFeetEffect*rbx;
playerp->accs[7] -= rocketBootsFeetEffect*rbx;
for (int leg=0; leg<2; leg++)
{
if (leg==0 && (((int)(playerp->comm)&0x01) == 0x01))
continue;
int footX = playerp->legs[leg*8+4], footY = playerp->legs[leg*8+5];
int np = sim->create_part(-1, footX, footY, PT_PLSM);
if (np>=0)
{
parts[np].vx = parts[i].vx-rby*25;
parts[np].vy = parts[i].vy+rbx*25;
parts[np].life += 30;
}
}
}
}
if (playerp->rocketBoots && ((int)(playerp->comm)&0x03) == 0x03)
{
// Pressing left and right simultaneously with rocket boots on slows the stickman down
// Particularly useful in zero gravity
parts[i].vx *= 0.5f;
parts[i].vy *= 0.5f;
playerp->accs[2] = playerp->accs[6] = 0;
playerp->accs[3] = playerp->accs[7] = 0;
}
//Jump
if (((int)(playerp->comm)&0x04) == 0x04)
{
if (playerp->rocketBoots)
{
parts[i].vx -= rocketBootsHeadEffectV*rbx;
parts[i].vy -= rocketBootsHeadEffectV*rby;
playerp->accs[2] -= rocketBootsFeetEffectV*rbx;
playerp->accs[6] -= rocketBootsFeetEffectV*rbx;
playerp->accs[3] -= rocketBootsFeetEffectV*rby;
playerp->accs[7] -= rocketBootsFeetEffectV*rby;
for (int leg=0; leg<2; leg++)
{
int footX = playerp->legs[leg*8+4], footY = playerp->legs[leg*8+5];
int np = sim->create_part(-1, footX, footY+1, PT_PLSM);
if (np>=0)
{
parts[np].vx = parts[i].vx+rbx*30;
parts[np].vy = parts[i].vy+rby*30;
parts[np].life += 10;
}
}
}
else if ((INBOND(playerp->legs[4], playerp->legs[5]) && !sim->eval_move(t, playerp->legs[4], playerp->legs[5], NULL)) ||
(INBOND(playerp->legs[12], playerp->legs[13]) && !sim->eval_move(t, playerp->legs[12], playerp->legs[13], NULL)))
{
parts[i].vx -= 4*gvx;
parts[i].vy -= 4*gvy;
playerp->accs[2] -= gvx;
playerp->accs[6] -= gvx;
playerp->accs[3] -= gvy;
playerp->accs[7] -= gvy;
}
}
//Charge detector wall if foot inside
if (sim->bmap[(int)(playerp->legs[5]+0.5)/CELL][(int)(playerp->legs[4]+0.5)/CELL]==WL_DETECT)
sim->set_emap((int)playerp->legs[4]/CELL, (int)playerp->legs[5]/CELL);
if (sim->bmap[(int)(playerp->legs[13]+0.5)/CELL][(int)(playerp->legs[12]+0.5)/CELL]==WL_DETECT)
sim->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+rx<XRES && y+ry<YRES && (rx || ry))
{
r = pmap[y+ry][x+rx];
if (!r)
r = sim->photons[y+ry][x+rx];
if (!r && !sim->bmap[(y+ry)/CELL][(x+rx)/CELL])
continue;
if (sim->elements[r&0xFF].Falldown!=0 || sim->elements[r&0xFF].State == ST_GAS
|| sim->elements[r&0xFF].Properties&TYPE_GAS
|| sim->elements[r&0xFF].Properties&TYPE_LIQUID
|| (r&0xFF) == PT_NEUT || (r&0xFF) == PT_PHOT)
{
if (!playerp->rocketBoots || (r&0xFF)!=PT_PLSM)
playerp->elem = 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;
sim->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;
sim->kill_part(r>>8);
}
if (sim->bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_FAN)
playerp->elem = SPC_AIR;
else if (sim->bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_EHOLE)
playerp->rocketBoots = false;
else if (sim->bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_GRAV /* && parts[i].type!=PT_FIGH */)
playerp->rocketBoots = true;
if ((r&0xFF)==PT_PRTI)
Element_STKM::STKM_interact(sim, 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 (sim->elements[r&0xFF].State == ST_SOLID)
{
sim->create_part(-1, rx, ry, PT_SPRK);
playerp->frames = 0;
}
else
{
int np = -1;
if (playerp->elem == SPC_AIR)
{
for(int j = -4; j < 5; j++)
for (int k = -4; k < 5; k++)
sim->create_part(-2, rx + 3*((((int)playerp->pcomm)&0x02) == 0x02) - 3*((((int)playerp->pcomm)&0x01) == 0x01)+j, ry+k, SPC_AIR);
}
else if (playerp->elem==PT_LIGH && playerp->frames<30)//limit lightning creation rate
np = -1;
else
np = sim->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)
{
sim->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->pcomm)&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 -= (sim->elements[(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]) && !sim->eval_move(t, 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]) && !sim->eval_move(t, 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]) && !sim->eval_move(t, 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]) && !sim->eval_move(t, 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
Element_STKM::STKM_interact(sim, playerp, i, (int)(playerp->legs[4]+0.5), (int)(playerp->legs[5]+0.5));
Element_STKM::STKM_interact(sim, playerp, i, (int)(playerp->legs[12]+0.5), (int)(playerp->legs[13]+0.5));
Element_STKM::STKM_interact(sim, playerp, i, (int)(playerp->legs[4]+0.5), (int)playerp->legs[5]);
Element_STKM::STKM_interact(sim, 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;
}
//#TPT-Directive ElementHeader Element_STKM static void STKM_interact(Simulation * sim, playerst* playerp, int i, int x, int y)
void Element_STKM::STKM_interact(Simulation * sim, playerst* playerp, int i, int x, int y)
{
int r;
if (x<0 || y<0 || x>=XRES || y>=YRES || !sim->parts[i].type)
return;
r = sim->pmap[y][x];
if (r)
{
if ((r&0xFF)==PT_SPRK && playerp->elem!=PT_LIGH) //If on charge
{
sim->parts[i].life -= (int)(rand()*20/RAND_MAX)+32;
}
if (sim->elements[r&0xFF].HeatConduct && ((playerp->elem!=PT_LIGH && sim->parts[r>>8].temp>=323) || sim->parts[r>>8].temp<=243) && (!playerp->rocketBoots || (r&0xFF)!=PT_PLSM))
{
sim->parts[i].life -= 2;
playerp->accs[3] -= 1;
}
if (sim->elements[r&0xFF].Properties&PROP_DEADLY)
switch (r&0xFF)
{
case PT_ACID:
sim->parts[i].life -= 5;
break;
default:
sim->parts[i].life -= 1;
break;
}
if (sim->elements[r&0xFF].Properties&PROP_RADIOACTIVE)
sim->parts[i].life -= 1;
if ((r&0xFF)==PT_PRTI && sim->parts[i].type)
{
int nnx, count=1;//gives rx=0, ry=1 in update_PRTO
sim->parts[r>>8].tmp = (int)((sim->parts[r>>8].temp-73.15f)/100+1);
if (sim->parts[r>>8].tmp>=CHANNELS) sim->parts[r>>8].tmp = CHANNELS-1;
else if (sim->parts[r>>8].tmp<0) sim->parts[r>>8].tmp = 0;
for (nnx=0; nnx<80; nnx++)
if (!sim->portalp[sim->parts[r>>8].tmp][count][nnx].type)
{
sim->portalp[sim->parts[r>>8].tmp][count][nnx] = sim->parts[i];
sim->kill_part(i);
//stop new STKM/fighters being created to replace the ones in the portal:
playerp->spwn = 1;
if (sim->portalp[sim->parts[r>>8].tmp][count][nnx].type==PT_FIGH)
sim->fighcount++;
break;
}
}
if (((r&0xFF)==PT_BHOL || (r&0xFF)==PT_NBHL) && sim->parts[i].type)
{
if (!sim->legacy_enable)
{
sim->parts[r>>8].temp = restrict_flt(sim->parts[r>>8].temp+sim->parts[i].temp/2, MIN_TEMP, MAX_TEMP);
}
sim->kill_part(i);
}
if (((r&0xFF)==PT_VOID || ((r&0xFF)==PT_PVOD && sim->parts[r>>8].life==10)) && (!sim->parts[r>>8].ctype || (sim->parts[r>>8].ctype==sim->parts[i].type)!=(sim->parts[r>>8].tmp&1)) && sim->parts[i].type)
{
sim->kill_part(i);
}
}
}
//#TPT-Directive ElementHeader Element_STKM static void STKM_init_legs(Simulation * sim, playerst* playerp, int i)
void Element_STKM::STKM_init_legs(Simulation * sim, playerst* playerp, int i)
{
int x, y;
x = (int)(sim->parts[i].x+0.5f);
y = (int)(sim->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;
for (int i = 0; i < 8; i++)
playerp->accs[i] = 0;
playerp->comm = 0;
playerp->pcomm = 0;
playerp->frames = 0;
}
Element_STKM::~Element_STKM() {}