430 lines
10 KiB
C
430 lines
10 KiB
C
#include <element.h>
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int update_SPAWN(UPDATE_FUNC_ARGS) {
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ISSPAWN1 = 1;
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if (death)
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{
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playerspawn = create_part(-1,x,y,PT_STKM);
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isplayer = 1;
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death = 0;
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}
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return 0;
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}
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int update_STKM(UPDATE_FUNC_ARGS) {
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int r, rx, ry;
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float pp, d;
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float dt = 0.9;///(FPSB*FPSB); //Delta time in square
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if ((parts[i].ctype>0 && parts[i].ctype<PT_NUM && ptypes[parts[i].ctype].falldown>0) || parts[i].ctype==SPC_AIR || parts[i].ctype == PT_NEUT || parts[i].ctype == PT_PHOT)
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player[2] = parts[i].ctype;
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//Tempirature handling
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if (parts[i].temp<243)
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parts[i].life -= 1;
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if ((parts[i].temp<309.6f) && (parts[i].temp>=243))
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parts[i].temp += 1;
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if (isplayer) { //Already a stickman in the simulation
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death = 1;
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parts[i].type = PT_NONE;
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}
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//Death
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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...
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{
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for (r=-2; r<=1; r++)
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{
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create_part(-1, x+r, y-2, player[2]);
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create_part(-1, x+r+1, y+2, player[2]);
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create_part(-1, x-2, y+r+1, player[2]);
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create_part(-1, x+2, y+r, player[2]);
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}
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kill_part(i); //Kill him
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return 1;
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}
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parts[i].vy += -0.7*dt; //Head up!
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//Verlet integration
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pp = 2*player[3]-player[5]+player[19]*dt*dt;;
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player[5] = player[3];
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player[3] = pp;
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pp = 2*player[4]-player[6]+player[20]*dt*dt;;
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player[6] = player[4];
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player[4] = pp;
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pp = 2*player[7]-player[9]+player[21]*dt*dt;;
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player[9] = player[7];
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player[7] = pp;
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pp = 2*player[8]-player[10]+(player[22]+1)*dt*dt;;
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player[10] = player[8];
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player[8] = pp;
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pp = 2*player[11]-player[13]+player[23]*dt*dt;;
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player[13] = player[11];
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player[11] = pp;
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pp = 2*player[12]-player[14]+player[24]*dt*dt;;
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player[14] = player[12];
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player[12] = pp;
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pp = 2*player[15]-player[17]+player[25]*dt*dt;;
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player[17] = player[15];
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player[15] = pp;
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pp = 2*player[16]-player[18]+(player[26]+1)*dt*dt;;
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player[18] = player[16];
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player[16] = pp;
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//Setting acceleration to 0
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player[19] = 0;
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player[20] = 0;
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player[21] = 0;
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player[22] = 0;
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player[23] = 0;
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player[24] = 0;
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player[25] = 0;
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player[26] = 0;
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//Go left
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r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)];
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if (((int)(player[0])&0x01) == 0x01 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS))
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{
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if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID
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&& (r&0xFF) != PT_LNTG))
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{
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if (pmap[(int)(player[8]-1)][(int)(player[7])])
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{
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player[21] = -3;
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player[22] = -2;
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player[19] = -2;
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}
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if (pmap[(int)(player[16]-1)][(int)(player[15])])
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{
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player[25] = -3;
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player[26] = -2;
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player[23] = -2;
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}
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}
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else
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{
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if (pmap[(int)(player[8]-1)][(int)(player[7])]) //It should move another way in liquids
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{
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player[21] = -1;
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player[22] = -1;
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player[19] = -1;
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}
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if (pmap[(int)(player[16]-1)][(int)(player[15])])
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{
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player[25] = -1;
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player[26] = -1;
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player[23] = -1;
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}
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}
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}
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//Go right
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r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)];
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if (((int)(player[0])&0x02) == 0x02 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS))
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{
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if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID
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&& (r&0xFF) != PT_LNTG))
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{
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if (pmap[(int)(player[8]-1)][(int)(player[7])])
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{
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player[21] = 3;
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player[22] = -2;
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player[19] = 2;
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}
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if (pmap[(int)(player[16]-1)][(int)(player[15])])
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{
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player[25] = 3;
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player[26] = -2;
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player[23] = 2;
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}
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}
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else
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{
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if (pmap[(int)(player[8]-1)][(int)(player[7])])
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{
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player[21] = 1;
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player[22] = -1;
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player[19] = 1;
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}
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if (pmap[(int)(player[16]-1)][(int)(player[15])])
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{
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player[25] = 1;
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player[26] = -1;
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player[23] = 1;
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}
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}
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}
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//Jump
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if (((int)(player[0])&0x04) == 0x04 && (
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(pmap[(int)(player[8]-0.5)][(int)(player[7])]&0xFF)>=PT_NUM ||
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ptypes[pmap[(int)(player[8]-0.5)][(int)(player[7])]&0xFF].state != ST_GAS ||
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(pmap[(int)(player[16]-0.5)][(int)(player[15])]&0xFF)>=PT_NUM ||
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ptypes[pmap[(int)(player[16]-0.5)][(int)(player[15])]&0xFF].state != ST_GAS))
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{
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if (pmap[(int)(player[8]-0.5)][(int)(player[7])] || pmap[(int)(player[16]-0.5)][(int)(player[15])])
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{
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parts[i].vy = -5;
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player[22] -= 1;
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player[26] -= 1;
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}
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}
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//Charge detector wall if foot inside
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if (bmap[(int)(player[8]+0.5)/CELL][(int)(player[7]+0.5)/CELL]==WL_DETECT)
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set_emap((int)player[7]/CELL, (int)player[8]/CELL);
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if (bmap[(int)(player[16]+0.5)/CELL][(int)(player[15]+0.5)/CELL]==WL_DETECT)
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set_emap((int)(player[15]+0.5)/CELL, (int)(player[16]+0.5)/CELL);
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//Searching for particles near head
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for (rx=-2; rx<3; rx++)
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for (ry=-2; ry<3; ry++)
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if (x+rx>=0 && y+ry>0 && x+rx<XRES && y+ry<YRES && (rx || ry))
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{
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r = pmap[y+ry][x+rx];
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if (!r || (r>>8)>=NPART)
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r = photons[y+ry][x+rx];
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if ((!r || (r>>8)>=NPART) && !bmap[(y+ry)/CELL][(x+rx)/CELL])
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continue;
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if (ptypes[r&0xFF].falldown!=0 || (r&0xFF) == PT_NEUT || (r&0xFF) == PT_PHOT)
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{
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player[2] = r&0xFF; //Current element
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}
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if ((r&0xFF) == PT_PLNT && parts[i].life<100) //Plant gives him 5 HP
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{
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if (parts[i].life<=95)
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parts[i].life += 5;
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else
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parts[i].life = 100;
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kill_part(r>>8);
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}
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if ((r&0xFF) == PT_NEUT)
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{
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if (parts[i].life<=100) parts[i].life -= (102-parts[i].life)/2;
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else parts[i].life *= 0.9f;
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kill_part(r>>8);
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}
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if (bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_FAN)
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player[2] = SPC_AIR;
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}
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//Head position
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rx = x + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01);
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ry = y - 3*(player[1] == 0);
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//Spawn
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if (((int)(player[0])&0x08) == 0x08)
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{
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ry -= 2*(rand()%2)+1;
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r = pmap[ry][rx];
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if (!((r>>8)>=NPART))
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{
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if (ptypes[r&0xFF].state == ST_SOLID)
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{
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create_part(-1, rx, ry, PT_SPRK);
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}
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else
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{
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int np = -1;
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if (player[2] == SPC_AIR)
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create_parts(rx + 3*((((int)player[1])&0x02) == 0x02) - 3*((((int)player[1])&0x01) == 0x01), ry, 4, 4, SPC_AIR);
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else
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np = create_part(-1, rx, ry, player[2]);
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if ( (np < NPART) && np>=0 && player[2] != PT_PHOT && player[2] != SPC_AIR)
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parts[np].vx = parts[np].vx + 5*((((int)player[1])&0x02) == 0x02) - 5*(((int)(player[1])&0x01) == 0x01);
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if ((np < NPART) && np>=0 && player[2] == PT_PHOT)
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{
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int random = abs(rand()%3-1)*3;
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if (random==0)
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{
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kill_part(np);
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}
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else
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{
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parts[np].vy = 0;
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if (((int)player[1])&(0x01|0x02))
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parts[np].vx = (((((int)player[1])&0x02) == 0x02) - (((int)(player[1])&0x01) == 0x01))*random;
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else
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parts[np].vx = random;
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}
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}
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}
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}
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}
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//Simulation of joints
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d = 25/(pow((player[3]-player[7]), 2) + pow((player[4]-player[8]), 2)+25) - 0.5; //Fast distance
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player[7] -= (player[3]-player[7])*d;
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player[8] -= (player[4]-player[8])*d;
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player[3] += (player[3]-player[7])*d;
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player[4] += (player[4]-player[8])*d;
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d = 25/(pow((player[11]-player[15]), 2) + pow((player[12]-player[16]), 2)+25) - 0.5;
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player[15] -= (player[11]-player[15])*d;
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player[16] -= (player[12]-player[16])*d;
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player[11] += (player[11]-player[15])*d;
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player[12] += (player[12]-player[16])*d;
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d = 36/(pow((player[3]-parts[i].x), 2) + pow((player[4]-parts[i].y), 2)+36) - 0.5;
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parts[i].vx -= (player[3]-parts[i].x)*d;
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parts[i].vy -= (player[4]-parts[i].y)*d;
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player[3] += (player[3]-parts[i].x)*d;
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player[4] += (player[4]-parts[i].y)*d;
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d = 36/(pow((player[11]-parts[i].x), 2) + pow((player[12]-parts[i].y), 2)+36) - 0.5;
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parts[i].vx -= (player[11]-parts[i].x)*d;
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parts[i].vy -= (player[12]-parts[i].y)*d;
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player[11] += (player[11]-parts[i].x)*d;
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player[12] += (player[12]-parts[i].y)*d;
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//Side collisions checking
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for (rx = -3; rx <= 3; rx++)
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{
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r = pmap[(int)(player[16]-2)][(int)(player[15]+rx)];
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if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID)))
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player[15] -= rx;
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r = pmap[(int)(player[8]-2)][(int)(player[7]+rx)];
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if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID)))
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player[7] -= rx;
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}
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//Collision checks
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for (ry = -2-(int)parts[i].vy; ry<=0; ry++)
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{
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r = pmap[(int)(player[8]+ry)][(int)(player[7]+0.5)]; //This is to make coding more pleasant :-)
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//For left leg
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if (r && (r&0xFF)!=PT_STKM)
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{
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if ((r&0xFF)<PT_NUM && (ptypes[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG)) //Liquid checks
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{
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if (parts[i].y<(player[8]-10))
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parts[i].vy = 1*dt;
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else
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parts[i].vy = 0;
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if (abs(parts[i].vx)>1)
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parts[i].vx *= 0.5*dt;
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}
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else
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{
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if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS)
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{
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player[8] += ry-1;
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parts[i].vy -= 0.5*parts[i].vy*dt;
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}
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}
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player[9] = player[7];
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}
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r = pmap[(int)(player[16]+ry)][(int)(player[15]+0.5)];
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//For right leg
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if (r && (r&0xFF)!=PT_STKM)
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{
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if ((r&0xFF)<PT_NUM && (ptypes[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG))
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{
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if (parts[i].y<(player[16]-10))
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parts[i].vy = 1*dt;
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else
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parts[i].vy = 0;
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if (abs(parts[i].vx)>1)
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parts[i].vx *= 0.5*dt;
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}
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else
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{
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if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS)
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{
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player[16] += ry-1;
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parts[i].vy -= 0.5*parts[i].vy*dt;
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}
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}
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player[17] = player[15];
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}
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//If it falls too fast
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if (parts[i].vy>=30)
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{
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parts[i].y -= (10+ry)*dt;
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parts[i].vy = -10*dt;
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}
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}
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//Keeping legs distance
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if (pow((player[7] - player[15]), 2)<16 && pow((player[8]-player[16]), 2)<1)
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{
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player[21] -= 0.2;
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player[25] += 0.2;
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}
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if (pow((player[3] - player[11]), 2)<16 && pow((player[4]-player[12]), 2)<1)
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{
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player[19] -= 0.2;
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player[23] += 0.2;
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}
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//If legs touch something
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r = pmap[(int)(player[8]+0.5)][(int)(player[7]+0.5)];
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if ((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge
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{
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parts[i].life -= (int)(rand()/1000)+38;
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}
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if (r>0 && (r>>8)<NPART)
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{
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if (parts[r>>8].temp>=323 || parts[r>>8].temp<=243) //If hot or cold
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{
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parts[i].life -= 2;
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player[26] -= 1;
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}
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}
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if ((r&0xFF)==PT_ACID) //If on acid
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parts[i].life -= 5;
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if ((r&0xFF)==PT_PLUT) //If on plut
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parts[i].life -= 1;
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r = pmap[(int)(player[16]+0.5)][(int)(player[15]+0.5)];
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if ((r&0xFF)==PT_SPRK && r && (r>>8)<NPART) //If on charge
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{
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parts[i].life -= (int)(rand()/1000)+38;
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}
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if (r>0 && (r>>8)<NPART) //If hot or cold
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{
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if (parts[r>>8].temp>=323 || parts[r>>8].temp<=243)
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{
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parts[i].life -= 2;
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player[22] -= 1;
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}
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}
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if ((r&0xFF)==PT_ACID) //If on acid
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parts[i].life -= 5;
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if ((r&0xFF)==PT_PLUT) //If on plut
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parts[i].life -= 1;
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isplayer = 1;
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parts[i].ctype = player[2];
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return 0;
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}
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