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The-Powder-Toy/src/elements/stkm2.c
jacksonmj 93316a9f1d Fix a load of memory leaks
Also fix some compiler warnings (missing headers, wrong pointer type for
modf, etc) and move variable declarations for Visual Studio.
2011-06-11 13:00:42 +01:00

425 lines
10 KiB
C

#include <element.h>
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<XRES && y+ry<YRES && (rx || ry))
{
r = pmap[y+ry][x+rx];
if (!r || (r>>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)<PT_NUM && (ptypes[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG)) //Liquid checks
{
if (parts[i].y<(player2[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 ((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)<PT_NUM && (ptypes[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG))
{
if (parts[i].y<(player2[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 ((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)<NPART) //If on charge
{
parts[i].life -= (int)(rand()/1000)+38;
}
if (r>0 && (r>>8)<NPART)
{
if (parts[r>>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)<NPART) //If on charge
{
parts[i].life -= (int)(rand()/1000)+38;
}
if (r>0 && (r>>8)<NPART) //If hot or cold
{
if (parts[r>>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;
}