The-Powder-Toy/src/elements/stkm.c

343 lines
8.4 KiB
C

#include <element.h>
int update_SPAWN(UPDATE_FUNC_ARGS) {
if (!player[27])
create_part(-1, x, y, PT_STKM);
return 0;
}
int update_STKM(UPDATE_FUNC_ARGS)
{
run_stickman(player, UPDATE_FUNC_SUBCALL_ARGS);
return 0;
}
int run_stickman(float* playerp, UPDATE_FUNC_ARGS) {
int r, rx, ry;
float pp, d;
float dt = 0.9;///(FPSB*FPSB); //Delta time in square
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)
playerp[2] = parts[i].ctype;
//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;
//Death
if (parts[i].life<1 || (pv[y/CELL][x/CELL]>=4.5f && playerp[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, playerp[2]);
create_part(-1, x+r+1, y+2, playerp[2]);
create_part(-1, x-2, y+r+1, playerp[2]);
create_part(-1, x+2, y+r, playerp[2]);
}
kill_part(i); //Kill him
return 1;
}
parts[i].vy += -0.7*dt; //Head up!
//Verlet integration
pp = 2*playerp[3]-playerp[5]+playerp[19]*dt*dt;;
playerp[5] = playerp[3];
playerp[3] = pp;
pp = 2*playerp[4]-playerp[6]+playerp[20]*dt*dt;;
playerp[6] = playerp[4];
playerp[4] = pp;
pp = 2*playerp[7]-playerp[9]+playerp[21]*dt*dt;;
playerp[9] = playerp[7];
playerp[7] = pp;
pp = 2*playerp[8]-playerp[10]+(playerp[22]+1)*dt*dt;;
playerp[10] = playerp[8];
playerp[8] = pp;
pp = 2*playerp[11]-playerp[13]+playerp[23]*dt*dt;;
playerp[13] = playerp[11];
playerp[11] = pp;
pp = 2*playerp[12]-playerp[14]+playerp[24]*dt*dt;;
playerp[14] = playerp[12];
playerp[12] = pp;
pp = 2*playerp[15]-playerp[17]+playerp[25]*dt*dt;;
playerp[17] = playerp[15];
playerp[15] = pp;
pp = 2*playerp[16]-playerp[18]+(playerp[26]+1)*dt*dt;;
playerp[18] = playerp[16];
playerp[16] = pp;
//Setting acceleration to 0
playerp[19] = 0;
playerp[20] = 0;
playerp[21] = 0;
playerp[22] = 0;
playerp[23] = 0;
playerp[24] = 0;
playerp[25] = 0;
playerp[26] = 0;
//Go left
if (((int)(playerp[0])&0x01) == 0x01)
{
if (playerp[7]>playerp[15])
{
if (!eval_move(PT_DUST, playerp[7], playerp[8], NULL))
{
playerp[21] = -3;
playerp[19] = -1;
playerp[22] = -3;
}
}
else
{
if (!eval_move(PT_DUST, playerp[15], playerp[16], NULL))
{
playerp[25] = -3;
playerp[19] = -1;
playerp[26] = -3;
}
}
}
//Go right
if (((int)(playerp[0])&0x02) == 0x02)
{
if (playerp[7]<playerp[15])
{
if (!eval_move(PT_DUST, playerp[7], playerp[8], NULL))
{
playerp[21] = 3;
playerp[19] = 1;
playerp[22] = -3;
}
}
else
{
if (!eval_move(PT_DUST, playerp[15], playerp[16], NULL))
{
playerp[25] = 3;
playerp[19] = 1;
playerp[26] = -3;
}
}
}
//Jump
if (((int)(playerp[0])&0x04) == 0x04 &&
(!eval_move(PT_DUST, playerp[7], playerp[8], NULL) || !eval_move(PT_DUST, playerp[15], playerp[16], NULL)))
{
parts[i].vy = -5;
playerp[22] -= 1;
playerp[26] -= 1;
}
//Charge detector wall if foot inside
if (bmap[(int)(playerp[8]+0.5)/CELL][(int)(playerp[7]+0.5)/CELL]==WL_DETECT)
set_emap((int)playerp[7]/CELL, (int)playerp[8]/CELL);
if (bmap[(int)(playerp[16]+0.5)/CELL][(int)(playerp[15]+0.5)/CELL]==WL_DETECT)
set_emap((int)(playerp[15]+0.5)/CELL, (int)(playerp[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)
{
playerp[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)
{
if (parts[i].life<=100) parts[i].life -= (102-parts[i].life)/2;
else parts[i].life *= 0.9f;
kill_part(r>>8);
}
if (bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_FAN)
playerp[2] = SPC_AIR;
}
//Head position
rx = x + 3*((((int)playerp[1])&0x02) == 0x02) - 3*((((int)playerp[1])&0x01) == 0x01);
ry = y - 3*(playerp[1] == 0);
//Spawn
if (((int)(playerp[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 (playerp[2] == SPC_AIR)
create_parts(rx + 3*((((int)playerp[1])&0x02) == 0x02) - 3*((((int)playerp[1])&0x01) == 0x01), ry, 4, 4, SPC_AIR);
else
np = create_part(-1, rx, ry, playerp[2]);
if ( (np < NPART) && np>=0 && playerp[2] != PT_PHOT && playerp[2] != SPC_AIR)
{
parts[np].vx = parts[np].vx + 5*((((int)playerp[1])&0x02) == 0x02) - 5*(((int)(playerp[1])&0x01) == 0x01);
parts[i].vx -= (ptypes[(int)playerp[2]].weight*parts[np].vx)/1000;
}
if ((np < NPART) && np>=0 && playerp[2] == PT_PHOT)
{
int random = abs(rand()%3-1)*3;
if (random==0)
{
kill_part(np);
}
else
{
parts[np].vy = 0;
if (((int)playerp[1])&(0x01|0x02))
parts[np].vx = (((((int)playerp[1])&0x02) == 0x02) - (((int)(playerp[1])&0x01) == 0x01))*random;
else
parts[np].vx = random;
}
}
}
}
}
//Simulation of joints
d = 25/(pow((playerp[3]-playerp[7]), 2) + pow((playerp[4]-playerp[8]), 2)+25) - 0.5; //Fast distance
playerp[7] -= (playerp[3]-playerp[7])*d;
playerp[8] -= (playerp[4]-playerp[8])*d;
playerp[3] += (playerp[3]-playerp[7])*d;
playerp[4] += (playerp[4]-playerp[8])*d;
d = 25/(pow((playerp[11]-playerp[15]), 2) + pow((playerp[12]-playerp[16]), 2)+25) - 0.5;
playerp[15] -= (playerp[11]-playerp[15])*d;
playerp[16] -= (playerp[12]-playerp[16])*d;
playerp[11] += (playerp[11]-playerp[15])*d;
playerp[12] += (playerp[12]-playerp[16])*d;
d = 36/(pow((playerp[3]-parts[i].x), 2) + pow((playerp[4]-parts[i].y), 2)+36) - 0.5;
parts[i].vx -= (playerp[3]-parts[i].x)*d;
parts[i].vy -= (playerp[4]-parts[i].y)*d;
playerp[3] += (playerp[3]-parts[i].x)*d;
playerp[4] += (playerp[4]-parts[i].y)*d;
d = 36/(pow((playerp[11]-parts[i].x), 2) + pow((playerp[12]-parts[i].y), 2)+36) - 0.5;
parts[i].vx -= (playerp[11]-parts[i].x)*d;
parts[i].vy -= (playerp[12]-parts[i].y)*d;
playerp[11] += (playerp[11]-parts[i].x)*d;
playerp[12] += (playerp[12]-parts[i].y)*d;
if (!eval_move(PT_DUST, playerp[7], playerp[8], NULL))
{
playerp[7] = playerp[9];
playerp[8] = playerp[10];
}
if (!eval_move(PT_DUST, playerp[15], playerp[16], NULL))
{
playerp[15] = playerp[17];
playerp[16] = playerp[18];
}
//This makes stick man "pop" from obstacles
if (!eval_move(PT_DUST, playerp[7], playerp[8], NULL))
{
float t;
t = playerp[7]; playerp[7] = playerp[9]; playerp[9] = t;
t = playerp[8]; playerp[8] = playerp[10]; playerp[10] = t;
}
if (!eval_move(PT_DUST, playerp[15], playerp[16], NULL))
{
float t;
t = playerp[15]; playerp[15] = playerp[17]; playerp[17] = t;
t = playerp[16]; playerp[16] = playerp[18]; playerp[18] = t;
}
//Keeping legs distance
if (pow((playerp[7] - playerp[15]), 2)<16 && pow((playerp[8]-playerp[16]), 2)<1)
{
playerp[21] -= 0.2;
playerp[25] += 0.2;
}
if (pow((playerp[3] - playerp[11]), 2)<16 && pow((playerp[4]-playerp[12]), 2)<1)
{
playerp[19] -= 0.2;
playerp[23] += 0.2;
}
//If legs touch something
r = pmap[(int)(playerp[8]+0.5)][(int)(playerp[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;
playerp[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)(playerp[16]+0.5)][(int)(playerp[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;
playerp[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;
parts[i].ctype = playerp[2];
return 0;
}