示例#1
0
文件: gameobject.c 项目: SysLord/gish
void createanchor(float position[3])
  {
  //int count;
  float vec[3];

  memset(&object[numofobjects],0,sizeof(object[numofobjects]));

  object[numofobjects].type = OBJ_TYPE_ANCHOR;
  object[numofobjects].timetolive=10000;

  object[numofobjects].radius=1.0f;

  object[numofobjects].friction=0.8f;

  object[numofobjects].numofparticles=0;

  copyvector(vec,position);
  vec[0]+=0.00001f;
  createparticle(2,position,NULL,10000.0f,numofobjects,10000);
  object[numofobjects].particle[0]=numofparticles-1;
  copyvector(object[numofobjects].position,position);

  object[numofobjects].numofcdlines=0;

  object[numofobjects].soundnum[0]=-1;
  object[numofobjects].soundnum[1]=-1;
  object[numofobjects].soundnum[2]=-1;
  object[numofobjects].soundnum[3]=-1;

  numofobjects++;
  }
示例#2
0
文件: gameobject.c 项目: SysLord/gish
void createhead(float position[3],float sizex,float sizey,float mass,float friction)
  {
  int count;
  float vec[3];
  float angle;

  memset(&object[numofobjects],0,sizeof(object[numofobjects]));

  object[numofobjects].type = OBJ_TYPE_HEAD;
  object[numofobjects].timetolive=10000;
  if (sizex>=sizey)
    object[numofobjects].radius=sizex*1.25f;
  else
    object[numofobjects].radius=sizey*1.25f;

  object[numofobjects].mass=mass;

  object[numofobjects].texturenum=animation[19].stand[0];

  object[numofobjects].friction=friction;

  object[numofobjects].numofparticles=8;
  for (count=0;count<8;count++)
    {
    angle=(float)count*pi/4.0f;
    vec[0]=position[0]+cos(angle)*sizex*0.5f;
    vec[1]=position[1]-sin(angle)*sizey*0.5f;
    vec[2]=0.0f;

    createparticle(3,vec,NULL,mass/8.0f,numofobjects,10000);
    object[numofobjects].particle[count]=numofparticles-1;
    }

  for (count=0;count<8;count++)
    {
    createbond(object[numofobjects].particle[((count+1)&7)],object[numofobjects].particle[count],1,numofobjects);
    createbond(object[numofobjects].particle[((count+2)&7)],object[numofobjects].particle[count],1,numofobjects);
    createbond(object[numofobjects].particle[((count+4)&7)],object[numofobjects].particle[count],1,numofobjects);
    }
  copyvector(object[numofobjects].position,position);

  object[numofobjects].numofcdlines=8;

  for (count=0;count<8;count++)
    {
    object[numofobjects].cdline[count][0]=count;
    object[numofobjects].cdline[count][1]=((count+1)&7);
    }

  object[numofobjects].soundnum[0]=-1;
  object[numofobjects].soundnum[1]=-1;
  object[numofobjects].soundnum[2]=-1;
  object[numofobjects].soundnum[3]=-1;

  numofobjects++;
  }
示例#3
0
文件: gameobject.c 项目: SysLord/gish
void createamber(float position[3])
  {
  int count;
  float vec[3];
  float angle;

  memset(&object[numofobjects],0,sizeof(object[numofobjects]));

  object[numofobjects].type = OBJ_TYPE_AMBER;
  object[numofobjects].timetolive=10000;
  object[numofobjects].radius=1.0f;
  object[numofobjects].texturenum=369;

  object[numofobjects].friction=0.3f;

  object[numofobjects].numofparticles=8;
  for (count=0;count<8;count++)
    {
    angle=(float)count*pi/4.0f;
    vec[0]=position[0]+cos(angle)*0.35f;
    vec[1]=position[1]-sin(angle)*0.35f;
    vec[2]=0.0f;

    createparticle(3,vec,NULL,0.125f,numofobjects,10000);
    object[numofobjects].particle[count]=numofparticles-1;
    }

  for (count=0;count<8;count++)
    {
    createbond(object[numofobjects].particle[((count+1)&7)],object[numofobjects].particle[count],1,numofobjects);
    createbond(object[numofobjects].particle[((count+2)&7)],object[numofobjects].particle[count],1,numofobjects);
    createbond(object[numofobjects].particle[((count+4)&7)],object[numofobjects].particle[count],1,numofobjects);
    }
  copyvector(object[numofobjects].position,position);

  object[numofobjects].numofcdlines=8;

  for (count=0;count<8;count++)
    {
    object[numofobjects].cdline[count][0]=count;
    object[numofobjects].cdline[count][1]=((count+1)&7);
    }

  object[numofobjects].soundnum[0]=-1;
  object[numofobjects].soundnum[1]=-1;
  object[numofobjects].soundnum[2]=-1;
  object[numofobjects].soundnum[3]=-1;

  numofobjects++;
  }
示例#4
0
void objectanimation(void)
  {
  int count,count2;
  int particlelist[2];
  float vec[3];
  float intersectpoint[3];
  float normal[3];
  float scale;

  for (count=0;count<numofobjects;count++)
    {
    if (object[count].type==1)
      {
      /*
      for (count2=0;count2<object[count].numofparticles;count2++)
      if ((rand()&8191)==0)
        createparticle(5,particle[object[count].particle[count2]].position,particle[object[count].particle[count2]].velocity,0.125f,-1,100);
      */

      if (object[count].frame==12)
        {
        object[count].framedelay+=0.125f;
        if (object[count].framedelay>=1.0f)
          {
          object[count].frame=0;
          object[count].framedelay=0.0f;
          }
        }

      if (object[count].numoforientations==0)
        {
        if (object[count].frame>=5 && object[count].frame<=7)
          object[count].frame=1;
        if (object[count].frame<4)
          {
          object[count].framedelay+=1.0f;
          if (object[count].framedelay>=4.0f)
            {
            object[count].frame++;
            object[count].framedelay=0.0f;
            }
          }
        }
      else
        {
        if (object[count].frame>0 && object[count].frame<=4)
          {
          object[count].framedelay+=1.0f;
          if (object[count].framedelay>=4.0f)
            {
            object[count].frame--;
            object[count].framedelay=0.0f;
            }
          }
        if (object[count].frame==0)
          if ((rnd()&255)==0)
            object[count].frame=5;

        if (object[count].frame>=5 && object[count].frame<=7)
          {
          object[count].framedelay+=1.0f;
          if (object[count].framedelay>=4.0f)
            {
            object[count].frame++;
            if (object[count].frame==8)
              object[count].frame=0;
            object[count].framedelay=0.0f;
            }
          }
        }
      if ((object[count].button&8)==8)
      if (object[count].frame<8)
        {
        object[count].frame=8;
        object[count].framedelay=0.0f;
        }

      if (object[count].frame>=8 && object[count].frame<=11)
        {
        object[count].framedelay+=1.0f;
        if (object[count].framedelay>=4.0f)
          {
          if ((object[count].button&8)==8)
            {
            if (object[count].frame<11)
              object[count].frame++;
            }
          else
            {
            if (object[count].frame>7)
              object[count].frame--;
            if (object[count].frame==7)
              object[count].frame=0;
            }
          object[count].framedelay=0.0f;
          }
        }
      }
    if (object[count].type==4)
      {
      if (object[count].animationtype==0 || object[count].animationtype==1)
      if ((object[count].button&1)==1)
        {
        object[count].animationtype=2;
        object[count].frame=0;
        object[count].framedelay=0.0f;
        }
      if (object[count].beasttype==12)
      if (object[count].animationtype==0)
      if ((object[count].button&2)==2)
        {
        object[count].animationtype=1;
        object[count].frame=0;
        object[count].framedelay=0.0f;
        }
      if (object[count].animationtype==0)
        {
        if (object[count].link!=-1)
          {
          object[object[count].link].texturenum=animation[object[count].animationnum+32].stand[0];
          if (fabs(object[0].position[0]-object[count].position[0])<1.5f)
          if (object[0].position[1]>object[count].position[1])
            object[object[count].link].texturenum=animation[object[count].animationnum+32].stand[1];
          }

        object[count].framedelay+=0.1f;
        if (object[count].framedelay>=1.0f)
          {
          object[count].framedelay=0.0f;
          object[count].frame++;
          if (object[count].frame>=animation[object[count].animationnum].stand[1])
            object[count].frame=0;
          }
        object[count].texturenum=animation[object[count].animationnum].stand[0]+object[count].frame;
        if (vectorlength(object[count].velocity)>=0.01f)
          {
          object[count].animationtype=1;
          object[count].frame=0;
          object[count].framedelay=0.0f;
          }
        }
      if (object[count].animationtype==1)
        {
        if (object[count].link!=-1)
          {
          object[object[count].link].texturenum=animation[object[count].animationnum+32].walk[0];
          if (fabs(object[0].position[0]-object[count].position[0])<1.5f)
          if (object[0].position[1]>object[count].position[1])
            object[object[count].link].texturenum=animation[object[count].animationnum+32].stand[1];
          }
        if (object[count].beasttype!=12)
          object[count].framedelay+=vectorlength(object[count].velocity)*6.0f;
        else
          object[count].framedelay+=0.2f;
        if (object[count].framedelay>=1.0f)
          {
          object[count].framedelay=0.0f;
          object[count].frame++;
          if (object[count].frame>=animation[object[count].animationnum].walk[1])
            {
            object[count].frame=0;
            if (object[count].beasttype==12)
              object[count].animationtype=0;
            }
          }
        object[count].texturenum=animation[object[count].animationnum].walk[0]+object[count].frame;
        if (object[count].beasttype!=12)
        if (vectorlength(object[count].velocity)<0.01f)
          {
          object[count].animationtype=0;
          object[count].frame=0;
          object[count].framedelay=0.0f;
          }
        if (object[count].beasttype==12)
        if (object[count].frame==4)
        if (object[count].framedelay==0.0f)
          {
          addvectors(vec,object[count].position,yaxis);
          createbeast(11,vec,1.0f,1.0f,1.0f,0.2f);
          object[numofobjects-1].timetolive=512;
          object[numofobjects-1].link=-1;
          for (count2=0;count2<4;count2++)
            {
            particle[object[numofobjects-1].particle[count2]].velocity[1]=0.08f;
            if (object[count].direction==0)
              particle[object[numofobjects-1].particle[count2]].velocity[0]=-0.04f;
            else
              particle[object[numofobjects-1].particle[count2]].velocity[0]=0.04f;
            }
          }
        }
      if (object[count].animationtype==2)
        {
        if (object[count].link!=-1)
          object[object[count].link].texturenum=animation[object[count].animationnum+32].attack[0];

        object[count].framedelay+=0.2f;
        if (object[count].framedelay>=1.0f)
          {
          object[count].framedelay=0.0f;
          object[count].frame++;
          if (object[count].frame>=animation[object[count].animationnum].attack[1])
            {
            object[count].animationtype=0;
            object[count].frame=0;
            }
          }
        object[count].texturenum=animation[object[count].animationnum].attack[0]+object[count].frame;

        if (object[count].frame==1)
        if (object[count].framedelay==0.0f)
          {
          if (object[count].beasttype<3 || object[count].beasttype==8 || object[count].beasttype==11 || object[count].beasttype==16)
            playsound(11,object[count].position,NULL,0.25f,0,0.7f,-1,0);
          else if (object[count].beasttype==7 || object[count].beasttype==13)
            playsound(12,object[count].position,NULL,0.5f,0,1.0f,-1,0);
          else
            playsound(13,object[count].position,NULL,0.5f,0,1.0f,-1,0);
          }

        if (object[count].frame==5)
          {
          //if (object[count].beasttype!=7 && object[count].beasttype!=13)
            {
            scale=1.25f;
            if (object[count].beasttype<3 || object[count].beasttype==8 || object[count].beasttype==11 || object[count].beasttype==16)
              scale=0.75f;
            if (object[count].beasttype==15)
              scale=1.5f;
            if (object[count].beasttype==7 || object[count].beasttype==13)
              scale=3.0f;
  
            if (object[count].direction==0)
              scaleaddvectors(vec,object[count].position,object[count].orientation[0],-scale);
            if (object[count].direction==1)
              scaleaddvectors(vec,object[count].position,object[count].orientation[0],scale);
            if (lineintersectobject(intersectpoint,normal,&scale,object[count].position,vec,0,particlelist))
              {
              scale=0.06f;
              if (object[count].beasttype<3)
                scale=0.03f;
              if (object[count].beasttype==15)
                scale=0.15f;
  
              if (object[count].direction==0)
                {
                scaleaddvectors(particle[particlelist[0]].velocity,particle[particlelist[0]].velocity,object[count].orientation[0],-scale);
                scaleaddvectors(particle[particlelist[1]].velocity,particle[particlelist[1]].velocity,object[count].orientation[0],-scale);
                }
              if (object[count].direction==1)
                {
                scaleaddvectors(particle[particlelist[0]].velocity,particle[particlelist[0]].velocity,object[count].orientation[0],scale);
                scaleaddvectors(particle[particlelist[1]].velocity,particle[particlelist[1]].velocity,object[count].orientation[0],scale);
                }
              if (object[count].beasttype<3 || object[count].beasttype==11)
                object[0].hitpoints-=20;
              else
                object[0].hitpoints-=40;
              if (object[count].beasttype==15)
                object[0].hitpoints-=40;
              }
            }
          if (object[count].beasttype==7 || object[count].beasttype==13)
          if (object[count].framedelay==0.0f)
            {
            if (object[count].beasttype==7)
              createbeast(2,object[count].position,1.0f,1.0f,1.0f,0.2f);
            else
              createbeast(8,object[count].position,1.0f,1.0f,1.0f,0.2f);
            object[numofobjects-1].timetolive=512;
            object[numofobjects-1].link=-1;
            for (count2=0;count2<4;count2++)
              {
              if (object[count].direction==0)
                particle[object[numofobjects-1].particle[count2]].velocity[0]=-0.08f;
              else
                particle[object[numofobjects-1].particle[count2]].velocity[0]=0.08f;
              }
            }
          }
        }
      if (object[count].timetolive>=0 && object[count].timetolive<45)
        {
        if (object[count].timetolive==44)
          {
          if (object[count].beasttype<3 || object[count].beasttype==8 || object[count].beasttype==11 || object[count].beasttype==16)
            {
            game.score[0]+=100*game.combo;
            createsprite(100*game.combo,object[count].position);
            game.combo++;
            game.combodelay+=100;
            if (game.combodelay>250)
              game.combodelay=250;
            playsound(7,object[count].position,NULL,1.0f,0,1.0f,-1,0);
            }
          else
            {
            game.score[0]+=200*game.combo;
            createsprite(200*game.combo,object[count].position);
            game.combo++;
            game.combodelay+=100;
            if (game.combodelay>250)
              game.combodelay=250;
            playsound(19,object[count].position,NULL,1.0f,0,1.0f,-1,0);
            }

          for (count2=0;count2<10;count2++)
            {
            vec[0]=(float)((rnd()&255)-127)/1270.0f;
            vec[1]=(float)((rnd()&255)-127)/1270.0f;
            vec[2]=0.0f;
            addvectors(vec,vec,object[count].velocity);

            createparticle(5,object[count].position,vec,0.25f,-1,100+(rnd()&63));
            particle[numofparticles-1].rendersize=0.125+(float)(rnd()&127)/1000.0f;
            particle[numofparticles-1].texturenum=367;
            if (object[count].beasttype==11 || object[count].beasttype==12)
              particle[numofparticles-1].texturenum=364;
            if (object[count].beasttype==0 || object[count].beasttype==3 || object[count].beasttype==4)
              particle[numofparticles-1].texturenum=365;
            }
          }

        if (object[count].link!=-1)
          {
          object[object[count].link].texturenum=animation[object[count].animationnum+32].die[0];
          if (object[object[count].link].timetolive>150)
            object[object[count].link].timetolive=150;
          }
        object[count].animationtype=3;
        object[count].frame=8-object[count].timetolive/5;
        object[count].framedelay=0.0f;
        object[count].texturenum=animation[object[count].animationnum].die[0]+object[count].frame;
        }
      }
    }
  if (game.levelnum==34)
  if (object[1].type==2)
  if ((rnd()&255)==0)
    {
    object[1].texturenum=64+(rnd()&3);
    }
  }
示例#5
0
void setuplevel(void)
  {
  int count,count2;
  int numofobjectstemp;
  float vec[3];

  for (count=0;count<256;count++)
  for (count2=0;count2<256;count2++)
    level.gridmod[count][count2]=0;

  setuplevellines(1,1,254,254);

  numofparticles=0;
  numofbonds=0;
  numofobjects=0;
  numofropes=0;
  physicstemp.numofbonds=0;
  numofsprites=0;
  numofbosses=0;

  for (count=0;count<level.numofobjects;count++)
    if (level.object[count].type>=20 && level.object[count].type<40)
      {
      if (animation[level.object[count].type-20].loaded==0)
        animation[level.object[count].type-20].loaded=2;
      if (level.object[count].type-20==7)
        if (animation[2].loaded==0)
          animation[2].loaded=2;
      if (level.object[count].type-20==13)
        if (animation[8].loaded==0)
          animation[8].loaded=2;
      if (level.object[count].type-20==12)
        if (animation[11].loaded==0)
          animation[11].loaded=2;
      }
  loadanimations();

  for (count=0;count<level.numofobjects;count++)
    {
    numofobjectstemp=numofobjects;

    if (level.object[count].type==1)
      {
      createtarboy(level.object[count].position);
      object[numofobjects-1].texturenum=1;
      }
    if (level.object[count].type==2)
      createbox(level.object[count].position,level.object[count].size[0],level.object[count].size[1],level.object[count].mass,level.object[count].friction);
    if (level.object[count].type==3)
      {
      createbox(level.object[count].position,level.object[count].size[0],level.object[count].size[1],level.object[count].mass,level.object[count].friction);
      createparticle(2,level.object[count].position,NULL,10000.0f,-1,10000);
      createbond(numofparticles-5,numofparticles-1,1,-1);
      createbond(numofparticles-4,numofparticles-1,1,-1);
      createbond(numofparticles-3,numofparticles-1,1,-1);
      createbond(numofparticles-2,numofparticles-1,1,-1);
      }
    if (level.object[count].type==4)
      {
      if (level.gametype!=16)
        {
        createbox(level.object[count].position,level.object[count].size[0],level.object[count].size[1],level.object[count].mass,level.object[count].friction);
        vec[0]=level.object[count].position[0]-(level.object[count].size[0]-1.0f)*0.5f;
        vec[1]=level.object[count].position[1]-(level.object[count].size[1]-1.0f)*0.5f;
        vec[2]=0.0f;
        createparticle(2,vec,NULL,10000.0f,-1,10000);
        createbond(numofparticles-5,numofparticles-1,1,-1);
        createbond(numofparticles-4,numofparticles-1,1,-1);
        createbond(numofparticles-3,numofparticles-1,1,-1);
        createbond(numofparticles-2,numofparticles-1,1,-1);
        }
      else
        createcar(level.object[count].position,level.object[count].size[0],level.object[count].size[1],level.object[count].mass,level.object[count].friction);
      }
    if (level.object[count].type==5)
      {
      createbox(level.object[count].position,level.object[count].size[0],level.object[count].size[1],level.object[count].mass,level.object[count].friction);
      vec[0]=level.object[count].position[0]+(level.object[count].size[0]-1.0f)*0.5f;
      vec[1]=level.object[count].position[1]+(level.object[count].size[1]-1.0f)*0.5f;
      vec[2]=0.0f;
      createparticle(2,vec,NULL,10000.0f,-1,10000);
      createbond(numofparticles-5,numofparticles-1,1,-1);
      createbond(numofparticles-4,numofparticles-1,1,-1);
      createbond(numofparticles-3,numofparticles-1,1,-1);
      createbond(numofparticles-2,numofparticles-1,1,-1);
      }
    if (level.object[count].type==6)
      {
      createwheel(level.object[count].position,level.object[count].size[0],level.object[count].size[1],level.object[count].mass,level.object[count].friction,0);
      }
    if (level.object[count].type==7)
      {
      createwheel(level.object[count].position,level.object[count].size[0],level.object[count].size[1],level.object[count].mass,level.object[count].friction,1);
      //createparticle(2,level.object[count].position,NULL,10000.0f,-1,10000);
      //for (count2=0;count2<16;count2++)
      //  createbond(numofparticles-17+count2,numofparticles-1,1,-1);
      }
    if (level.object[count].type==8)
      createanchor(level.object[count].position);
    if (level.object[count].type==9)
      createbutton(level.object[count].position,level.object[count].mass);
    if (level.object[count].type==10)
      {
      createbutton(level.object[count].position,level.object[count].mass);
      object[numofobjects-1].idata[1]=1;
      }
    if (level.object[count].type==11)
      createswitch(level.object[count].position,level.object[count].mass,0);
    if (level.object[count].type==12)
      createswitch(level.object[count].position,level.object[count].mass,1);
    if (level.object[count].type==13)
      createswitch(level.object[count].position,level.object[count].mass,2);
    if (level.object[count].type==14)
      createswitch(level.object[count].position,level.object[count].mass,3);
    if (level.object[count].type==15)
      createareaswitch(level.object[count].position,level.object[count].size[0],level.object[count].size[1]);
    if (level.object[count].type==16)
      {
      createareaswitch(level.object[count].position,level.object[count].size[0],level.object[count].size[1]);
      object[numofobjects-1].idata[1]=1;
      }
    if (level.object[count].type==18)
      {
      createareaswitch(level.object[count].position,level.object[count].size[0],level.object[count].size[1]);
      object[numofobjects-1].idata[1]=2;
      }
    if (level.object[count].type==17)
      creategenerator(level.object[count].position,level.object[count].mass);

    if (level.object[count].type==20)
      createbeast(0,level.object[count].position,1.0f,1.0f,1.0f,0.2f);
    if (level.object[count].type==21)
      createbeast(1,level.object[count].position,1.0f,1.0f,1.0f,0.2f);
    if (level.object[count].type==22)
      createbeast(2,level.object[count].position,1.0f,1.0f,1.0f,0.2f);
    if (level.object[count].type==23)
      createbeast(3,level.object[count].position,1.5f,1.1f,8.0f,0.2f);
    if (level.object[count].type==24)
      createbeast(4,level.object[count].position,1.5f,1.1f,8.0f,0.2f);
    if (level.object[count].type==25)
      createbeast(5,level.object[count].position,1.5f,1.1f,8.0f,0.2f);
    if (level.object[count].type==26)
      createbeast(6,level.object[count].position,1.5f,1.1f,8.0f,0.2f);
    if (level.object[count].type==27)
      createbeast(7,level.object[count].position,3.0f,3.0f,20.0f,0.2f);
    if (level.object[count].type==28)
      createbeast(8,level.object[count].position,1.0f,1.0f,1.0f,0.2f);
    if (level.object[count].type==29)
      createbeast(9,level.object[count].position,1.5f,1.1f,8.0f,0.2f);
    if (level.object[count].type==30)
      createbeast(10,level.object[count].position,1.5f,1.1f,8.0f,0.2f);
    if (level.object[count].type==31)
      createbeast(11,level.object[count].position,1.0f,1.0f,1.0f,0.2f);
    if (level.object[count].type==32)
      createbeast(12,level.object[count].position,2.0f,0.85f,3.0f,0.2f);
    if (level.object[count].type==33)
      createbeast(13,level.object[count].position,3.0f,3.0f,20.0f,0.2f);
    if (level.object[count].type==34)
      createboss(14,level.object[count].position);
    if (level.object[count].type==35)
      createbeast(15,level.object[count].position,2.0f,2.0f,8.0f,0.2f);
    if (level.object[count].type==36)
      createbeast(16,level.object[count].position,1.0f,1.0f,1.0f,0.2f);

    if (numofobjects!=numofobjectstemp)
      {
      if (level.object[count].type>1 && level.object[count].type<20)
        object[numofobjects-1].texturenum=level.object[count].texturenum;
      object[numofobjects-1].link=level.object[count].link;
      object[numofobjects-1].lighttype=level.object[count].lighttype;
      if (level.object[count].lighttype==1 || level.object[count].lighttype==3)
        object[numofobjects-1].lighton=1;
      if (level.object[count].lighttype==2)
        object[numofobjects-1].lighton=0;
  
      object[numofobjects-1].size[0]=level.object[count].size[0];
      object[numofobjects-1].size[1]=level.object[count].size[1];
  
      object[numofobjects-1].lightcolor[0]=level.object[count].lightcolor[0];
      object[numofobjects-1].lightcolor[1]=level.object[count].lightcolor[1];
      object[numofobjects-1].lightcolor[2]=level.object[count].lightcolor[2];
      object[numofobjects-1].lightintensity=level.object[count].lightintensity;
      object[numofobjects-1].lightintensitymax=level.object[count].lightintensity;
      }
    }

  for (count=0;count<level.numofobjects;count++)
    {
    if ((level.object[count].type>=23 && level.object[count].type<=26) || level.object[count].type==29 || level.object[count].type==30)
      {
      vec[0]=level.object[count].position[0];
      vec[1]=level.object[count].position[1]+1.4f;//+1.42f;
      vec[2]=0.0f;
      createhead(vec,2.0f,1.6f,2.0f,0.5f);

      object[count].link=numofobjects-1;

      //createbond(object[numofobjects-1].particle[0],object[count].particle[0],6,count);
      createbond(object[numofobjects-1].particle[2],object[count].particle[0],6,count);
      createbond(object[numofobjects-1].particle[4],object[count].particle[0],6,count);
      createbond(object[numofobjects-1].particle[0],object[count].particle[1],6,count);
      createbond(object[numofobjects-1].particle[2],object[count].particle[1],6,count);
      //createbond(object[numofobjects-1].particle[4],object[count].particle[1],6,count);
      }
    }

  for (count=0;count<level.numofropes;count++)
    {
    createrope(level.rope[count].type,object[level.rope[count].obj1].particle[level.rope[count].obj1part],object[level.rope[count].obj2].particle[level.rope[count].obj2part],level.rope[count].obj1,level.rope[count].obj2,level.rope[count].texturenum);
    }
  }
示例#6
0
文件: gameobject.c 项目: SysLord/gish
void createbobble(int beasttype,float position[3],float sizex,float sizey,float mass,float friction)
  {
  int count,count2;
  float vec[3];

  memset(&object[numofobjects],0,sizeof(object[numofobjects]));

  object[numofobjects].type = OBJ_TYPE_BEAST;
  object[numofobjects].timetolive=10000;
  object[numofobjects].mass=mass;

  object[numofobjects].beasttype=beasttype;
  if (beasttype==1)
    object[numofobjects].texturenum=500;
  if (beasttype==2)
    object[numofobjects].texturenum=540;

  object[numofobjects].numofparticles=6;

  if (sizex>=sizey)
    object[numofobjects].radius=sizex*1.5f;
  else
    object[numofobjects].radius=sizey*1.5f;

  object[numofobjects].friction=friction;

  count=0;

  vec[0]=-sizex*0.5f;
  vec[1]=sizey*0.5f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  createparticle(3,vec,NULL,mass*0.25f,-1,10000);

  vec[0]=sizex*0.5f;
  vec[1]=sizey*0.5f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  createparticle(3,vec,NULL,mass*0.25f,-1,10000);

  vec[0]=sizex*0.5f;
  vec[1]=-sizey*0.5f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  createparticle(3,vec,NULL,mass*0.25f,-1,10000);

  vec[0]=-sizex*0.5f;
  vec[1]=-sizey*0.5f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  createparticle(3,vec,NULL,mass*0.25f,-1,10000);

  vec[0]=-sizex*0.25f;
  vec[1]=sizey*0.65f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  createparticle(3,vec,NULL,mass*0.25f,-1,10000);

  vec[0]=sizex*0.25f;
  vec[1]=sizey*0.65f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  createparticle(3,vec,NULL,mass*0.25f,-1,10000);

  for (count=0;count<object[numofobjects].numofparticles;count++)
  for (count2=count+1;count2<object[numofobjects].numofparticles;count2++)
    createbond(object[numofobjects].particle[count],object[numofobjects].particle[count2],6,numofobjects);

  object[numofobjects].numofcdlines=6;

  count=0;
  object[numofobjects].cdline[count][0]=4;
  object[numofobjects].cdline[count][1]=5;
  count=1;
  object[numofobjects].cdline[count][0]=5;
  object[numofobjects].cdline[count][1]=1;
  count=2;
  object[numofobjects].cdline[count][0]=1;
  object[numofobjects].cdline[count][1]=2;
  count=3;
  object[numofobjects].cdline[count][0]=2;
  object[numofobjects].cdline[count][1]=3;
  count=4;
  object[numofobjects].cdline[count][0]=3;
  object[numofobjects].cdline[count][1]=0;
  count=5;
  object[numofobjects].cdline[count][0]=0;
  object[numofobjects].cdline[count][1]=4;

  object[numofobjects].soundnum[0]=-1;
  object[numofobjects].soundnum[1]=-1;
  object[numofobjects].soundnum[2]=-1;
  object[numofobjects].soundnum[3]=-1;

  numofobjects++;
  }
示例#7
0
文件: gameobject.c 项目: SysLord/gish
void createbeast(int beasttype,float position[3],float sizex,float sizey,float mass,float friction)
  {
  int count,count2;
  float vec[3];

  memset(&object[numofobjects],0,sizeof(object[numofobjects]));

  object[numofobjects].type = OBJ_TYPE_BEAST;
  object[numofobjects].timetolive=10000;

  object[numofobjects].beasttype=beasttype;
  object[numofobjects].animationnum=beasttype;
  object[numofobjects].texturenum=animation[object[numofobjects].animationnum].stand[0];
  object[numofobjects].mass=mass;

  object[numofobjects].hitpoints=250;
  if (beasttype==7 || beasttype==13)
    object[numofobjects].hitpoints=15000;

  object[numofobjects].size[0]=sizex;
  object[numofobjects].size[1]=sizey;

  object[numofobjects].numofparticles=4;

  if (sizex>=sizey)
    object[numofobjects].radius=sizex*1.5f;
  else
    object[numofobjects].radius=sizey*1.5f;

  object[numofobjects].friction=friction;

  count=0;

  vec[0]=-sizex*0.5f;
  vec[1]=sizey*0.5f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  createparticle(3,vec,NULL,mass*0.5f,-1,10000);

  vec[0]=sizex*0.5f;
  vec[1]=sizey*0.5f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  createparticle(3,vec,NULL,mass*0.5f,-1,10000);

  vec[0]=sizex*0.5f;
  vec[1]=-sizey*0.5f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  if (beasttype!=12)
    createparticle(3,vec,NULL,mass*0.5f,-1,10000);
  else
    createparticle(2,vec,NULL,mass*0.5f,-1,10000);

  vec[0]=-sizex*0.5f;
  vec[1]=-sizey*0.5f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  if (beasttype!=12)
    createparticle(3,vec,NULL,mass*0.5f,-1,10000);
  else
    createparticle(2,vec,NULL,mass*0.5f,-1,10000);

  for (count=0;count<object[numofobjects].numofparticles;count++)
  for (count2=count+1;count2<object[numofobjects].numofparticles;count2++)
    createbond(object[numofobjects].particle[count],object[numofobjects].particle[count2],6,numofobjects);

  copyvector(object[numofobjects].position,position);

  object[numofobjects].numofcdlines=4;

  for (count=0;count<4;count++)
    {
    object[numofobjects].cdline[count][0]=count;
    object[numofobjects].cdline[count][1]=((count+1)&3);
    }

  object[numofobjects].soundnum[0]=-1;
  object[numofobjects].soundnum[1]=-1;
  object[numofobjects].soundnum[2]=-1;
  object[numofobjects].soundnum[3]=-1;

  numofobjects++;
  }
示例#8
0
文件: gameobject.c 项目: SysLord/gish
void createswitch(float position[3],float mass,int rotate)
  {
  int count,count2;
  float vec[3],vec2[3];
  float orientation[2][2];

  if (rotate==0)
    {
    orientation[0][0]=1.0f;
    orientation[0][1]=0.0f;
    orientation[1][0]=0.0f;
    orientation[1][1]=1.0f;
    }
  if (rotate==1)
    {
    orientation[0][0]=0.0f;
    orientation[0][1]=-1.0f;
    orientation[1][0]=1.0f;
    orientation[1][1]=0.0f;
    }
  if (rotate==2)
    {
    orientation[0][0]=-1.0f;
    orientation[0][1]=0.0f;
    orientation[1][0]=0.0f;
    orientation[1][1]=-1.0f;
    }
  if (rotate==3)
    {
    orientation[0][0]=0.0f;
    orientation[0][1]=-1.0f;
    orientation[1][0]=-1.0f;
    orientation[1][1]=0.0f;
    }

  memset(&object[numofobjects],0,sizeof(object[numofobjects]));

  object[numofobjects].type = OBJ_TYPE_SWITCH;
  object[numofobjects].timetolive=10000;

  object[numofobjects].radius=1.5f;

  object[numofobjects].friction=0.3f;

  object[numofobjects].rotate=rotate;

  object[numofobjects].numofparticles=5;

  count=0;

  vec[0]=-0.875f;
  vec[1]=0.875f;
  vec2[0]=position[0]+vec[0]*orientation[0][0]+vec[1]*orientation[1][0];
  vec2[1]=position[1]+vec[0]*orientation[0][1]+vec[1]*orientation[1][1];
  vec2[2]=0.0f;
  createparticle(3,vec2,NULL,mass/8.0f,numofobjects,10000);
  object[numofobjects].particle[count]=numofparticles-1;
  count++;

  vec[0]=0.25f;
  vec[1]=0.0f;
  vec2[0]=position[0]+vec[0]*orientation[0][0]+vec[1]*orientation[1][0];
  vec2[1]=position[1]+vec[0]*orientation[0][1]+vec[1]*orientation[1][1];
  vec2[2]=0.0f;
  createparticle(3,vec2,NULL,mass/8.0f,numofobjects,10000);
  object[numofobjects].particle[count]=numofparticles-1;
  count++;

  vec[0]=-0.25f;
  vec[1]=-0.5f;
  vec[2]=0.0f;
  vec2[0]=position[0]+vec[0]*orientation[0][0]+vec[1]*orientation[1][0];
  vec2[1]=position[1]+vec[0]*orientation[0][1]+vec[1]*orientation[1][1];
  vec2[2]=0.0f;
  createparticle(3,vec2,NULL,mass/8.0f,numofobjects,10000);
  object[numofobjects].particle[count]=numofparticles-1;
  count++;

  vec[0]=-1.125f;
  vec[1]=0.625f;
  vec[2]=0.0f;
  vec2[0]=position[0]+vec[0]*orientation[0][0]+vec[1]*orientation[1][0];
  vec2[1]=position[1]+vec[0]*orientation[0][1]+vec[1]*orientation[1][1];
  vec2[2]=0.0f;
  createparticle(3,vec2,NULL,mass/8.0f,numofobjects,10000);
  object[numofobjects].particle[count]=numofparticles-1;
  count++;

  vec[0]=0.0f;
  vec[1]=-0.25f;
  vec[2]=0.0f;
  vec2[0]=position[0]+vec[0]*orientation[0][0]+vec[1]*orientation[1][0];
  vec2[1]=position[1]+vec[0]*orientation[0][1]+vec[1]*orientation[1][1];
  vec2[2]=0.0f;
  createparticle(2,vec2,NULL,10000.0f,numofobjects,10000);
  object[numofobjects].particle[count]=numofparticles-1;
  count++;

  for (count=0;count<5;count++)
  for (count2=count+1;count2<5;count2++)
    createbond(object[numofobjects].particle[count],object[numofobjects].particle[count2],1,numofobjects);

  copyvector(object[numofobjects].position,position);

  object[numofobjects].numofcdlines=4;
  for (count=0;count<4;count++)
    {
    object[numofobjects].cdline[count][0]=count;
    if (rotate!=3)
      object[numofobjects].cdline[count][1]=((count+1)&3);
    else
      object[numofobjects].cdline[count][1]=((count-1)&3);
    }

  object[numofobjects].texcoord[0][0]=0.0f;
  object[numofobjects].texcoord[0][1]=0.0f;
  object[numofobjects].texcoord[1][0]=1.0f;
  object[numofobjects].texcoord[1][1]=0.0f;
  object[numofobjects].texcoord[2][0]=1.0f;
  object[numofobjects].texcoord[2][1]=1.0f;
  object[numofobjects].texcoord[3][0]=0.0f;
  object[numofobjects].texcoord[3][1]=1.0f;

  object[numofobjects].soundnum[0]=-1;
  object[numofobjects].soundnum[1]=-1;
  object[numofobjects].soundnum[2]=-1;
  object[numofobjects].soundnum[3]=-1;

  numofobjects++;
  }
示例#9
0
文件: gameobject.c 项目: SysLord/gish
void createbutton(float position[3],float mass)
  {
  int count,count2;
  float vec[3];

  memset(&object[numofobjects],0,sizeof(object[numofobjects]));

  object[numofobjects].type = OBJ_TYPE_BUTTON;
  object[numofobjects].timetolive=10000;

  object[numofobjects].friction=0.3f;
  object[numofobjects].radius=1.5f;

  object[numofobjects].numofparticles=7;

  count=0;

  vec[0]=position[0]-0.499f;
  vec[1]=position[1]+0.5f;
  vec[2]=0.0f;
  createparticle(3,vec,NULL,mass/16.0f,numofobjects,10000);
  object[numofobjects].particle[count]=numofparticles-1;
  count++;

  vec[0]=position[0]-0.125f;
  vec[1]=position[1]+0.75f;
  vec[2]=0.0f;
  createparticle(3,vec,NULL,mass/16.0f,numofobjects,10000);
  object[numofobjects].particle[count]=numofparticles-1;
  count++;

  vec[0]=position[0]+0.125f;
  vec[1]=position[1]+0.75f;
  vec[2]=0.0f;
  createparticle(3,vec,NULL,mass/16.0f,numofobjects,10000);
  object[numofobjects].particle[count]=numofparticles-1;
  count++;

  vec[0]=position[0]+0.499f;
  vec[1]=position[1]+0.5f;
  vec[2]=0.0f;
  createparticle(3,vec,NULL,mass/16.0f,numofobjects,10000);
  object[numofobjects].particle[count]=numofparticles-1;
  count++;

  vec[0]=position[0]+0.499f;
  vec[1]=position[1]-0.125f;
  vec[2]=0.0f;
  createparticle(3,vec,NULL,mass/16.0f,numofobjects,10000);
  object[numofobjects].particle[count]=numofparticles-1;
  count++;

  vec[0]=position[0]-0.499f;
  vec[1]=position[1]-0.125f;
  vec[2]=0.0f;
  createparticle(3,vec,NULL,mass/16.0f,numofobjects,10000);
  object[numofobjects].particle[count]=numofparticles-1;
  count++;

  vec[0]=position[0];
  vec[1]=position[1]-0.125f;
  vec[2]=0.0f;
  createparticle(2,vec,NULL,1.0f,numofobjects,10000);
  object[numofobjects].particle[count]=numofparticles-1;
  count++;

  for (count=0;count<6;count++)
  for (count2=count+1;count2<6;count2++)
    createbond(object[numofobjects].particle[count],object[numofobjects].particle[count2],1,numofobjects);

  copyvector(object[numofobjects].position,position);

  object[numofobjects].numofcdlines=6;
  for (count=0;count<6;count++)
    {
    object[numofobjects].cdline[count][0]=count;
    object[numofobjects].cdline[count][1]=((count+1)%6);
    }

  object[numofobjects].soundnum[0]=-1;
  object[numofobjects].soundnum[1]=-1;
  object[numofobjects].soundnum[2]=-1;
  object[numofobjects].soundnum[3]=-1;

  numofobjects++;
  }
示例#10
0
文件: gameobject.c 项目: SysLord/gish
void createbox(float position[3],float sizex,float sizey,float mass,float friction)
  {
  int count,count2;
  float vec[3];

  memset(&object[numofobjects],0,sizeof(object[numofobjects]));

  object[numofobjects].type = OBJ_TYPE_BOX;
  object[numofobjects].timetolive=10000;
  object[numofobjects].mass=mass;

  object[numofobjects].numofparticles=4;
  if (sizex>=sizey)
    object[numofobjects].radius=sizex*1.5f;
  else
    object[numofobjects].radius=sizey*1.5f;

  object[numofobjects].size[0]=sizex;
  object[numofobjects].size[1]=sizey;

  object[numofobjects].friction=friction;

  count=0;

  vec[0]=-sizex*0.5f;
  vec[1]=sizey*0.5f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  createparticle(3,vec,NULL,mass*0.25f,-1,10000);

  vec[0]=sizex*0.5f;
  vec[1]=sizey*0.5f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  createparticle(3,vec,NULL,mass*0.25f,-1,10000);

  vec[0]=sizex*0.5f;
  vec[1]=-sizey*0.5f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  createparticle(3,vec,NULL,mass*0.25f,-1,10000);

  vec[0]=-sizex*0.5f;
  vec[1]=-sizey*0.5f;
  vec[2]=0.0f;
  addvectors(vec,vec,position);
  object[numofobjects].particle[count]=numofparticles;
  count++;
  createparticle(3,vec,NULL,mass*0.25f,-1,10000);

  for (count=0;count<object[numofobjects].numofparticles;count++)
  for (count2=count+1;count2<object[numofobjects].numofparticles;count2++)
    createbond(object[numofobjects].particle[count],object[numofobjects].particle[count2],1,-1);

  copyvector(object[numofobjects].position,position);

  object[numofobjects].numofcdlines=4;

  for (count=0;count<4;count++)
    {
    object[numofobjects].cdline[count][0]=count;
    object[numofobjects].cdline[count][1]=((count+1)&3);
    }
  object[numofobjects].texcoord[0][0]=0.0f;
  object[numofobjects].texcoord[0][1]=0.0f;
  object[numofobjects].texcoord[1][0]=1.0f;
  object[numofobjects].texcoord[1][1]=0.0f;
  object[numofobjects].texcoord[2][0]=1.0f;
  object[numofobjects].texcoord[2][1]=1.0f;
  object[numofobjects].texcoord[3][0]=0.0f;
  object[numofobjects].texcoord[3][1]=1.0f;

  object[numofobjects].soundnum[0]=-1;
  object[numofobjects].soundnum[1]=-1;
  object[numofobjects].soundnum[2]=-1;
  object[numofobjects].soundnum[3]=-1;

  numofobjects++;
  }
示例#11
0
文件: gameobject.c 项目: SysLord/gish
void createrope(int type,int particlenum,int particlenum2,int objectnum,int objectnum2,int texturenum)
  {
  int count/*,count2*/;
  int length;
  float vec[3],vec2[3];
  float mass;

  if (type<5)
    {
    if (type==1)
      mass=0.125f;
    if (type==2)
      mass=0.25f;
    if (type==3)
      mass=1.0f;
    if (type==4)
      mass=2.0f;

    subtractvectors(vec,particle[particlenum2].position,particle[particlenum].position);
    length=vectorlength(vec);
    if (length<1)
      length=1;
    length*=2;
  
    scalevector(vec,vec,1.0f/(float)length);
    copyvector(vec2,particle[particlenum].position);
    addvectors(vec2,vec2,vec);
    createparticle(4,vec2,NULL,mass,-1,10000);
    createbond(particlenum,numofparticles-1,4,numofropes);
    rope[numofropes].type=type;
    rope[numofropes].part1=particlenum;
    rope[numofropes].part2=numofparticles-1;
    if (type<3)
      rope[numofropes].texturenum=360;
    else
      rope[numofropes].texturenum=361;
    numofropes++;
  
    for (count=1;count<length-1;count++)
      {
      addvectors(vec2,vec2,vec);
      createparticle(4,vec2,NULL,mass,-1,10000);
      createbond(numofparticles-2,numofparticles-1,4,numofropes);
      rope[numofropes].type=type;
      rope[numofropes].part1=numofparticles-2;
      rope[numofropes].part2=numofparticles-1;
      if (type<3)
        rope[numofropes].texturenum=360;
      else
        rope[numofropes].texturenum=361;
      numofropes++;
      }
    createbond(numofparticles-1,particlenum2,4,numofropes);
    rope[numofropes].type=type;
    rope[numofropes].part1=numofparticles-1;
    rope[numofropes].part2=particlenum2;
    if (type<3)
      rope[numofropes].texturenum=360;
    else
      rope[numofropes].texturenum=361;
    numofropes++;
    }
  else 
    {
    if (type<10)
      createbond(particlenum,particlenum2,7,numofropes);
    else
      createbond(particlenum,particlenum2,8,numofropes);

    if (type<9)
      {
      if (level.object[objectnum2].type==6 || level.object[objectnum2].type==7)
        {
        subtractvectors(vec,level.object[objectnum2].position,particle[particlenum].position);
        subtractvectors(vec2,particle[particlenum2].position,object[objectnum2].position);
        rope[numofropes].range=vectorlength(vec2);
  
        bond[numofbonds-1].length=vectorlength(vec)-rope[numofropes].range;
        bond[numofbonds-1].maxlength=vectorlength(vec)-rope[numofropes].range;
        }
      if (level.object[objectnum2].type>=2 && level.object[objectnum2].type<6)
        {
        subtractvectors(vec2,level.object[objectnum2].position,object[objectnum].position);
        subtractvectors(vec,particle[particlenum2].position,particle[particlenum].position);
  
        if (fabs(vec2[0])>fabs(vec2[1]))
          vec[1]=0.0f;
        else
          vec[0]=0.0f;
  
        normalizevector(vec,vec);
  
        if (type==5 || type==9)
          copyvector(vec2,particle[particlenum2].position);
        if (type==6 || type==8)
          scaleaddvectors(vec2,particle[particlenum2].position,vec,-level.object[objectnum].lightcolor[0]*0.5f);
        if (type==7)
          scaleaddvectors(vec2,particle[particlenum2].position,vec,-level.object[objectnum].lightcolor[0]);
        subtractvectors(vec2,particle[particlenum].position,vec2);
        bond[numofbonds-1].length=vectorlength(vec2);
        bond[numofbonds-1].maxlength=vectorlength(vec2);
  
        if (type==5)
          scaleaddvectors(vec2,particle[particlenum2].position,vec,level.object[objectnum].lightcolor[0]);
        if (type==6 || type==8)
          scaleaddvectors(vec2,particle[particlenum2].position,vec,level.object[objectnum].lightcolor[0]*0.5f);
        if (type==7 || type==9)
          copyvector(vec2,particle[particlenum2].position);
        subtractvectors(vec2,particle[particlenum].position,vec2);
        rope[numofropes].range=(vectorlength(vec2)-bond[numofbonds-1].maxlength)*0.5f;
        }
      }

    rope[numofropes].type=type;
    rope[numofropes].part1=particlenum;
    rope[numofropes].part2=particlenum2;
    rope[numofropes].bondnum=numofbonds-1;
    if (type==5)
      rope[numofropes].angle=0.0f;
    if (type==6)
      rope[numofropes].angle=pi/2.0f;
    if (type==7)
      rope[numofropes].angle=pi;
    if (type==8)
      rope[numofropes].angle=3.0f*pi/2.0f;

    rope[numofropes].cycle=level.object[objectnum].lightcolor[1];
    rope[numofropes].cyclelength=level.object[objectnum].lightcolor[2];
    rope[numofropes].cyclecount=0.0f;
    rope[numofropes].link=level.object[objectnum].link;
    if (texturenum==0)
      rope[numofropes].texturenum=0;
    if (texturenum==1)
      rope[numofropes].texturenum=362;
    if (texturenum==2)
      rope[numofropes].texturenum=362;
    if (texturenum==3)
      rope[numofropes].texturenum=362;

    numofropes++;
    }
  }
示例#12
0
文件: gameobject.c 项目: SysLord/gish
void createwheel(float position[3],float sizex,float sizey,float mass,float friction,int anchor)
  {
  int count;
  float vec[3];
  float angle;

  memset(&object[numofobjects],0,sizeof(object[numofobjects]));

  object[numofobjects].type = OBJ_TYPE_WHEEL;
  object[numofobjects].timetolive=10000;
  if (sizex>=sizey)
    object[numofobjects].radius=sizex*1.25f;
  else
    object[numofobjects].radius=sizey*1.25f;

  object[numofobjects].mass=mass;

  object[numofobjects].friction=friction;

  object[numofobjects].numofparticles=17;
  for (count=0;count<16;count++)
    {
    angle=(float)count*pi/8.0f;
    vec[0]=position[0]+cos(angle)*sizex*0.5f;
    vec[1]=position[1]-sin(angle)*sizey*0.5f;
    vec[2]=0.0f;

    createparticle(3,vec,NULL,mass/20.0f,numofobjects,10000);
    object[numofobjects].particle[count]=numofparticles-1;
    }

  count=16;
  if (!anchor)
    createparticle(3,position,NULL,mass/5.0f,numofobjects,10000);
  else
    createparticle(2,position,NULL,mass/5.0f,numofobjects,10000);
  object[numofobjects].particle[count]=numofparticles-1;


  for (count=0;count<16;count++)
    {
    createbond(object[numofobjects].particle[((count+1)&15)],object[numofobjects].particle[(count&15)],1,numofobjects);
    createbond(object[numofobjects].particle[((count+2)&15)],object[numofobjects].particle[(count&15)],1,numofobjects);
    createbond(object[numofobjects].particle[((count+3)&15)],object[numofobjects].particle[(count&15)],1,numofobjects);
    //createbond(object[numofobjects].particle[((count+4)&15)],object[numofobjects].particle[(count&15)],1,numofobjects);
    //createbond(object[numofobjects].particle[((count+8)&15)],object[numofobjects].particle[(count&15)],1,numofobjects);
    createbond(object[numofobjects].particle[16],object[numofobjects].particle[(count&15)],1,numofobjects);
    }
  copyvector(object[numofobjects].position,position);

  object[numofobjects].numofcdlines=16;

  for (count=0;count<16;count++)
    {
    object[numofobjects].cdline[count][0]=count;
    object[numofobjects].cdline[count][1]=((count+1)&15);
    }

  object[numofobjects].soundnum[0]=-1;
  object[numofobjects].soundnum[1]=-1;
  object[numofobjects].soundnum[2]=-1;
  object[numofobjects].soundnum[3]=-1;

  numofobjects++;
  }
示例#13
0
文件: gameobject.c 项目: SysLord/gish
void createtarboy(float position[3])
{
  int resolution = 16; //standard: 16
  int count;
  float vec[3];
  float angle;
  float size;

  memset(&object[numofobjects],0,sizeof(object[numofobjects]));

  object[numofobjects].type = OBJ_TYPE_GISH;
  object[numofobjects].timetolive=10000;
  object[numofobjects].radius=1.5f;
  object[numofobjects].mass=4.0f;
  object[numofobjects].friction=1.2f;
 
  if (numofobjects==0)
    object[numofobjects].direction=1;

  object[numofobjects].hitpoints=1000;
  

  /* Particles */
  object[numofobjects].numofparticles = resolution;
  for (count=0; count < resolution; count++)
  {
    // Changing resolution changes count range.
    angle=(float)count*pi/8.0f;
    size=0.9f;
    if (game.supersize)
      size=0.9f*1.25f;
    if (game.difficulty==4)
      size=0.9f*0.8f;
    vec[0]=position[0]+cos(angle)*size;
    vec[1]=position[1]-sin(angle)*size;
    vec[2]=0.0f;
    createparticle(1,vec,NULL,0.25f,numofobjects,10000);
    object[numofobjects].particle[count] = numofparticles - 1;
  }
  
  /* Create bonds */
  for (count = 0; count < resolution; count++)
  {
    _object *o;
    int i1, i2;

    o = &object[numofobjects];

    i1 = o->particle[(count+1)&(resolution-1)];
    i2 = o->particle[(count&(resolution-1))];
    createbond(i1, i2, 3, -1);
    
    i1 = o->particle[((count+2)&(resolution-1))];
    i2 = o->particle[(count&(resolution-1))];
    createbond(i1, i2, 3, -1);

    i1 = o->particle[((count+(resolution / 2))&(resolution-1))];
    i2 = o->particle[(count&(resolution-1))];
    createbond(i1, i2, 2, numofobjects);
  }
  copyvector(object[numofobjects].position, position);

  object[numofobjects].numofcdlines = resolution;

  /* lines around */
  for (count = 0; count < resolution; count++)
  {
    object[numofobjects].cdline[count][0]=count;
    object[numofobjects].cdline[count][1]=((count+1)&(resolution-1));
  }

  /* set no sounds */
  object[numofobjects].soundnum[0]=-1;
  object[numofobjects].soundnum[1]=-1;
  object[numofobjects].soundnum[2]=-1;
  object[numofobjects].soundnum[3]=-1;

  numofobjects++;
}
示例#14
0
文件: objfunc.c 项目: miquella/gish
void objectcycle(void)
  {
  int count,count2,count3,count4;
  int x,y;
  float vec[3],vec2[3];
  float veclength,bondlength;
  float angle,spin;
  float intersectpoint[3];
  float normal[3];
  float scale,scale2;

  for (count=0;count<numofropes;count++)
    {
    updateogg();

    if (rope[count].type>=5 && rope[count].type<9)
      {
      bond[rope[count].bondnum].length=bond[rope[count].bondnum].maxlength+(rope[count].range-cos(rope[count].angle)*rope[count].range);

      if (rope[count].cyclelength==0.0f)
        {
        if (rope[count].link==-1 || object[rope[count].link].idata[0]==1)
          {
          rope[count].angle+=2.0f*pi/(50.0f*rope[count].cycle);
          if (rope[count].angle>2.0f*pi)
            rope[count].angle-=2.0f*pi;
          }
        }
      else
        {
        if (rope[count].link==-1)
          {
          if (rope[count].cyclecount<rope[count].cyclelength*2.0f*pi)
            {
            rope[count].angle+=2.0f*pi/(50.0f*rope[count].cycle);
            if (rope[count].angle>2.0f*pi)
              rope[count].angle-=2.0f*pi;
            rope[count].cyclecount+=2.0f*pi/(50.0f*rope[count].cycle);
            }
          }
        else
          {
          count2=0;
          if (object[rope[count].link].idata[0]==1 && rope[count].cyclecount==0.0f)
            count2=1;
          if (rope[count].cyclecount>0.0f && rope[count].cyclecount<rope[count].cyclelength*2.0f*pi)
            count2=1;
          if (rope[count].cyclecount>rope[count].cyclelength*2.0f*pi+2.0f*pi/(50.0f*rope[count].cycle))
            count2=1;
          if (object[rope[count].link].idata[0]==0 && rope[count].cyclecount>0.0f)
            count2=1;

          if (count2==1)
            {
            rope[count].angle+=2.0f*pi/(50.0f*rope[count].cycle);
            if (rope[count].angle>2.0f*pi)
              rope[count].angle-=2.0f*pi;
            rope[count].cyclecount+=2.0f*pi/(50.0f*rope[count].cycle);
            if (rope[count].cyclecount>=rope[count].cyclelength*4.0f*pi)
              rope[count].cyclecount=0.0f;
            }
          }
        }
      }
    }

  for (count=0;count<numofobjects;count++)
    {
    updateogg();

    if (object[count].damagedelay>0)
      object[count].damagedelay--;

    if (object[count].numofparticles!=0)
      {
      zerovector(object[count].velocity);
      for (count2=0;count2<object[count].numofparticles;count2++)
        addvectors(object[count].velocity,object[count].velocity,particle[object[count].particle[count2]].velocity);
      scalevector(object[count].velocity,object[count].velocity,1.0f/(float)object[count].numofparticles);
  
      zerovector(object[count].position);
      for (count2=0;count2<object[count].numofparticles;count2++)
        addvectors(object[count].position,object[count].position,particle[object[count].particle[count2]].position);
      scalevector(object[count].position,object[count].position,1.0f/(float)object[count].numofparticles);
      }

    objectsound(count);

    if (object[count].link!=-1)
      {
      if (object[count].lighttype==1 || object[count].lighttype==3)
        {
        if (object[object[count].link].idata[0])
          object[count].lighton=0;
        else
          object[count].lighton=1;
        }
      if (object[count].lighttype==2)
        {
        if (object[object[count].link].idata[0])
          object[count].lighton=1;
        else
          object[count].lighton=0;
        }
      }
    if (object[count].lighttype==3)
      {
      object[count].lightintensity+=((rand()&255)/255.0f-0.5f)*0.2f*object[count].lightintensitymax;
      if (object[count].lightintensity<object[count].lightintensitymax*0.5f)
        object[count].lightintensity=object[count].lightintensitymax*0.5f;
      if (object[count].lightintensity>object[count].lightintensitymax*1.5f)
        object[count].lightintensity=object[count].lightintensitymax*1.5f;
      }

    if (object[count].type==9)
    if (object[count].idata[0]==0 || object[count].idata[1]==0)
      {
      vec[1]=particle[object[count].particle[6]].position[1]-particle[object[count].particle[4]].position[1];
      vec[1]*=0.08f;
      vec[1]-=particle[object[count].particle[4]].velocity[1];
      particle[object[count].particle[4]].velocity[1]+=vec[1];

      vec[1]=particle[object[count].particle[6]].position[1]-particle[object[count].particle[5]].position[1];
      vec[1]*=0.08f;
      vec[1]-=particle[object[count].particle[5]].velocity[1];
      particle[object[count].particle[5]].velocity[1]+=vec[1];

      if (particle[object[count].particle[4]].position[1]>particle[object[count].particle[6]].position[1]-0.1f)
      if (particle[object[count].particle[5]].position[1]>particle[object[count].particle[6]].position[1]-0.1f)
        {
        if (object[count].idata[0]==1)
          playsound(14,object[count].position,NULL,0.2f,0,1.0f,-1,0);
        object[count].idata[0]=0;
        }
      if (particle[object[count].particle[4]].position[1]<particle[object[count].particle[6]].position[1]-0.2f)
      if (particle[object[count].particle[5]].position[1]<particle[object[count].particle[6]].position[1]-0.2f)
        {
        if (object[count].idata[0]==0)
          playsound(14,object[count].position,NULL,0.2f,0,1.0f,-1,0);
        object[count].idata[0]=1;
        }

      if (object[count].link!=-1)
        if (object[object[count].link].idata[0]==1)
          object[count].idata[0]=1;
      }
    if (object[count].type==9)
    if (object[count].idata[0]==1 && object[count].idata[1]==1)
      {
      vec[1]=particle[object[count].particle[6]].position[1]-0.375f-particle[object[count].particle[4]].position[1];
      vec[1]*=0.08f;
      vec[1]-=particle[object[count].particle[4]].velocity[1];
      particle[object[count].particle[4]].velocity[1]+=vec[1];

      vec[1]=particle[object[count].particle[6]].position[1]-0.375f-particle[object[count].particle[5]].position[1];
      vec[1]*=0.08f;
      vec[1]-=particle[object[count].particle[5]].velocity[1];
      particle[object[count].particle[5]].velocity[1]+=vec[1];
      }
    if (object[count].type==16)
    if (object[count].idata[0]==0 || object[count].idata[1]==0)
      {
      object[count].idata[0]=0;
      if (fabs(object[0].position[0]-object[count].position[0])<object[count].size[0]*0.5f)
      if (fabs(object[0].position[1]-object[count].position[1])<object[count].size[1]*0.5f)
        {
        object[count].idata[0]=1;
        if (object[count].idata[1]==2)
          {
          if ((rand()&3)==0)
            playsound(8,object[count].position,NULL,1.0f,0,1.0f,-1,0);
          else
            playsound(9,object[count].position,NULL,1.0f,0,1.0f,-1,0);
          game.bonus[8]++;
          }
        }
      if (level.gametype==11)
      if (fabs(object[1].position[0]-object[count].position[0])<object[count].size[0]*0.5f)
      if (fabs(object[1].position[1]-object[count].position[1])<object[count].size[1]*0.5f)
        {
        object[count].idata[0]=1;
        if (object[count].idata[1]==2)
          {
          if ((rand()&3)==0)
            playsound(8,object[count].position,NULL,1.0f,0,1.0f,-1,0);
          else
            playsound(9,object[count].position,NULL,1.0f,0,1.0f,-1,0);
          game.bonus[8]++;
          }
        }
      }
    if (object[count].type==15)
      {
      if (object[count].link==-1 || object[object[count].link].idata[0]==1)
      if ((game.framenum&255)==128)
        {
        createwheel(object[count].position,object[count].size[0],object[count].size[1],object[count].mass,0.8f,0);
        object[numofobjects-1].texturenum=object[count].texturenum;
        object[numofobjects-1].timetolive=512;
        object[numofobjects-1].link=-1;
        for (count2=0;count2<object[numofobjects-1].numofparticles;count2++)
          {
          particle[object[numofobjects-1].particle[count2]].velocity[0]=object[count].lightcolor[0]/PHYSICSCYCLE;
          particle[object[numofobjects-1].particle[count2]].velocity[1]=object[count].lightcolor[1]/PHYSICSCYCLE;
          }
        }
      }

    if (object[count].type==10)
      {
      if (object[count].rotate==0 || object[count].rotate==2)
        count3=1;
      else
        count3=0;
      for (count2=1;count2<=2;count2++)
        {
        vec[count3]=particle[object[count].particle[4]].position[count3]-particle[object[count].particle[count2]].position[count3];

        if (vec[count3]<0.0f)
          vec[count3]+=0.25f;
        else
          vec[count3]-=0.25f;

        if (vec[count3]<0.0f)
          {
          vec[2]=-0.04f;
          if (vec[2]<vec[count3])
            vec[2]=vec[count3];
          }
        else
          {
          vec[2]=0.04f;
          if (vec[2]>vec[count3])
            vec[2]=vec[count3];
          }


        vec[2]-=particle[object[count].particle[count2]].velocity[count3];

        particle[object[count].particle[count2]].velocity[count3]+=vec[2];

        if (particle[object[count].particle[count2]].position[count3]>particle[object[count].particle[4]].position[count3]+0.25f)
          particle[object[count].particle[count2]].position[count3]=particle[object[count].particle[4]].position[count3]+0.25f;
        if (particle[object[count].particle[count2]].position[count3]<particle[object[count].particle[4]].position[count3]-0.25f)
          particle[object[count].particle[count2]].position[count3]=particle[object[count].particle[4]].position[count3]-0.25f;
        }

      vec[0]=particle[object[count].particle[4]].position[count3]-particle[object[count].particle[1]].position[count3];
      if (object[count].rotate==3)
        vec[0]=-vec[0];

      if (vec[0]<-0.2f)
        {
        if (object[count].idata[0]==1)
          playsound(14,object[count].position,NULL,0.2f,0,1.0f,-1,0);
        object[count].idata[0]=0;
        }
      if (vec[0]>0.2f)
        {
        if (object[count].idata[0]==0)
          playsound(14,object[count].position,NULL,0.2f,0,1.0f,-1,0);
        object[count].idata[0]=1;
        }

      if (object[count].link!=-1)
        if (object[object[count].link].idata[0]==1)
          object[count].idata[0]=1;
      }
    if (object[count].type==1)
      {
      if (count!=0)
      if (level.gametype==0 && game.levelnum==34)
        objectai(count);

      for (count2=0;count2<16;count2++)
        {
        x=particle[object[count].particle[count2]].position[0];
        y=particle[object[count].particle[count2]].position[1];

        if (x>0 && x<254)
        if (y>0 && y<254)
          {
          if (block[level.foregrid[y][x]].density!=0.0f)
          if ((rand()&255)==0)
            {
            createparticle(5,object[count].position,object[count].velocity,0.125f*0.25f,-1,100+(rand()&63));
            particle[numofparticles-1].rendersize=0.125+(float)(rand()&127)/1000.0f;
            particle[numofparticles-1].texturenum=366;
            }
          if (block[level.foregrid[y][x]].foredamage!=0)
            object[count].hitpoints-=block[level.foregrid[y][x]].foredamage;
          if ((level.grid[y][x]>=248 && level.grid[y][x]<=255 && level.gridmod[y][x]==0) || (level.grid[y][x]>=240 && level.grid[y][x]<=247 && level.gridmod[y][x]==2))
            {
            vec[0]=(float)x+0.5f;
            vec[1]=(float)y+0.5f;
            vec[2]=0.0f;
            subtractvectors(vec2,vec,particle[object[count].particle[count2]].position);
            if (vectorlength(vec2)<0.45f)
              {
              scale=1.0f;

              if (level.grid[y][x]==251 || (level.grid[y][x]==251-8 && level.gridmod[y][x]==2))
                {
                if (game.numoflives<99 && game.difficulty!=3)
                  {
                  game.numoflives++;
                  createsprite(0,vec);
                  sprintf(sprite[numofsprites-1].text,"1UP");
                  sprite[numofsprites-1].size=14;
                  }
                else
                  {
                  game.score[0]+=1000;
                  createsprite(1000,vec);
                  }
                }
              if (level.grid[y][x]==252 || (level.grid[y][x]==252-8 && level.gridmod[y][x]==2))
                {
                if (object[count].hitpoints<900)
                  object[count].hitpoints+=100;
                else
                  object[count].hitpoints=1000;
                }
              if (level.grid[y][x]==253 || (level.grid[y][x]==253-8 && level.gridmod[y][x]==2))
                {
                if (level.gametype!=15)
                  {
                  game.score[0]+=50;
                  createsprite(50,vec);
                  }
                else
                  game.score[count]++;
                }
              if (level.grid[y][x]==254 || (level.grid[y][x]==254-8 && level.gridmod[y][x]==2))
                {
                game.score[0]+=100;
                createsprite(100,vec);
                if (game.oldschool==0)
                  scale=0.9f;
                }
              if (level.grid[y][x]==255 || (level.grid[y][x]==255-8 && level.gridmod[y][x]==2))
                {
                game.score[0]+=1000;
                createsprite(1000,vec);
                if (game.oldschool==0)
                  scale=0.8f;
                }

              if (level.grid[y][x]==252 || (level.grid[y][x]==252-8 && level.gridmod[y][x]==2))
                playsound(20,vec,NULL,0.7f,0,scale,-1,0);
              else
                playsound(10,vec,NULL,0.4f,0,scale,-1,0);

              level.gridmod[y][x]=1;

              if (level.grid[y][x]>=248 && level.grid[y][x]<=255)
                game.bonus[level.grid[y][x]-248]++;
              if (level.grid[y][x]>=240 && level.grid[y][x]<=247)
                game.bonus[level.grid[y][x]-240]++;
              }
            }
          }
        }

      count4=0;
      for (count2=0;count2<16;count2++)
      for (count3=0;count3<16;count3++)
      if (abs(count2-count3)>6)
        {
        subtractvectors(vec,particle[object[count].particle[count3]].position,particle[object[count].particle[count2]].position);
        veclength=vectorlength(vec);
        if (veclength<0.15f)
          count4++;
        //if (veclength<0.15f)
        //  object[count].hitpoints-=(0.2f-veclength)*500.0f;
        }

      if (count4>=2)
        object[count].hitpoints-=(count4-1)*50;

      if (object[count].numoforientations==0)
        copyvector(object[count].orientation[1],yaxis);
      else
        normalizevector(object[count].orientation[1],object[count].orientation[1]);
      crossproduct(object[count].orientation[0],zaxis,object[count].orientation[1]);
      normalizevector(object[count].orientation[0],object[count].orientation[0]);

      if (dotproduct(object[count].velocity,object[count].orientation[0])<-0.02f)
        object[count].direction=0;
      if (dotproduct(object[count].velocity,object[count].orientation[0])>0.02f)
        object[count].direction=1;

      angle=atan2(object[count].orientation[0][1],object[count].orientation[0][0]);
      spin=cos(angle)*fabs(cos(angle))*object[count].axis[0]+sin(angle)*fabs(sin(angle))*object[count].axis[1];

      if (spin<-1.0f)
        spin=-1.0f;
      if (spin>1.0f)
        spin=1.0f;
      if (angle<object[count].angle-pi)
        angle+=2.0f*pi;
      if (angle>object[count].angle+pi)
        angle-=2.0f*pi;
      /*
      scale=(angle-object[count].angle);
      if (scale<-0.1f)
        scale=-0.1f;
      if (scale>0.1f)
        scale=0.1f;

      object[count].angle+=scale;
      */
      object[count].angle+=(angle-object[count].angle)*0.05f;

      if (object[count].angle<0.0f)
        object[count].angle+=2.0f*pi;
      if (object[count].angle>2.0f*pi)
        object[count].angle-=2.0f*pi;

      for (count2=0;count2<16;count2++)
        {
        subtractvectors(vec,particle[object[count].particle[count2]].position,object[count].position);
        crossproduct(vec2,zaxis,vec);
        normalizevector(vec2,vec2);

        if (object[count].numoforientations!=0)
          {
          scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,vec2,spin*0.004f);
          }

        //if (object[count].numoforientations==0)
          {
          scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,xaxis,object[count].axis[0]*0.001f);
          if (object[count].axis[1]<0.0f)
            scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,yaxis,object[count].axis[1]*0.001f);
          else
            scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,yaxis,object[count].axis[1]*0.0005f);
          }
        }

      if ((object[count].button&4)==4)
        object[count].friction=0.01f;
      else
        object[count].friction=1.2f;
      if ((object[count].button&2)==2 || (object[count].button&8)==8)
        {
        for (count2=0;count2<numofbonds;count2++)
        if (bond[count2].objectnum==count && bond[count2].type==2)
          {
          bond[count2].cycles=0;
          //bond[count2].elasticity=0.02f;
          }
        }
      else
        {
        for (count2=0;count2<numofbonds;count2++)
        if (bond[count2].objectnum==count && bond[count2].type==2)
          {
          bond[count2].cycles=31;
          /*
          if ((object[count].button&4)==4)
            bond[count2].elasticity=0.005f;
          else
            bond[count2].elasticity=0.02f;
          */
          }
        }
      if ((object[count].button&8)==8)
        {
        for (count2=0;count2<object[count].numofparticles;count2++)
          {
          particle[object[count].particle[count2]].gravity=10.0f/(PHYSICSCYCLE*PHYSICSCYCLE);
          particle[object[count].particle[count2]].mass=0.5f;
          }
        }
      else
        {
        for (count2=0;count2<object[count].numofparticles;count2++)
          {
          particle[object[count].particle[count2]].gravity=4.0f/(PHYSICSCYCLE*PHYSICSCYCLE);
          particle[object[count].particle[count2]].mass=0.25f;
          }
        }
      }
    if (object[count].type==20)
      {
      subtractvectors(object[count].orientation[1],particle[object[count].particle[0]].position,particle[object[count].particle[3]].position);
      normalizevector(object[count].orientation[1],object[count].orientation[1]);
      object[count].orientation[0][0]=object[count].orientation[1][1];
      object[count].orientation[0][1]=-object[count].orientation[1][0];
      object[count].orientation[0][2]=0.0f;

      object[count].data[0]+=object[count].axis[0]*0.05f;
      if (object[count].data[0]<0.0f)
        object[count].data[0]+=0.02f;
      if (object[count].data[0]>0.0f)
        object[count].data[0]-=0.02f;
      if (object[count].data[0]<-0.5f)
        object[count].data[0]=-0.5f;
      if (object[count].data[0]>0.5f)
        object[count].data[0]=0.5f;

      object[count].data[1]+=object[count].axis[1]*0.008f;
      if ((object[count].button&2)==2)
        object[count].data[1]=0.0f;
      if (object[count].data[1]<0.0f)
        object[count].data[1]+=0.004f;
      if (object[count].data[1]>0.0f)
        object[count].data[1]-=0.004f;
      if (object[count].data[1]<-0.3f)
        object[count].data[1]=-0.3f;
      if (object[count].data[1]>0.3f)
        object[count].data[1]=0.3f;

      for (count2=0;count2<4;count2++)
        {
        copyvector(vec,particle[object[count].particle[count2]].velocity);
        if (count2==1 || count2==2)
          {
          //normal[0]=object[count].orientation[0][0]*cos(object[count].data[0])+object[count].orientation[0][1]*sin(object[count].data[0]);
          //normal[1]=object[count].orientation[1][1]*cos(object[count].data[0])-object[count].orientation[1][0]*sin(object[count].data[0]);
          scalevector(normal,object[count].orientation[0],cos(object[count].data[0]));
          scaleaddvectors(normal,normal,object[count].orientation[1],-sin(object[count].data[0]));
          calculatefriction(vec,vec2,normal,0.8f);
          subtractvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,vec2);
          }
        else
          {
          copyvector(normal,object[count].orientation[0]);
          scaleaddvectors(vec,vec,normal,-object[count].data[1]);
          vec[2]=1.0f/PHYSICSCYCLE;
          calculatefriction(vec,vec2,zaxis,0.8f);
          vec2[2]=0.0f;
          subtractvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,vec2);
          }
        //copyvector(particle[object[count].particle[count2]].velocity,vec);
        }

      for (count2=0;count2<4;count2++)
        {
        subtractvectors(vec,particle[object[count].particle[count2]].position,object[count].position);
        crossproduct(vec2,zaxis,vec);
        normalizevector(vec2,vec2);

        //scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,vec2,object[count].axis[0]*0.002f);
        //scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,object[count].orientation[0],object[count].axis[1]*0.003f);
        }
      }
    if (object[count].type==4)
      {
      for (count2=0;count2<4;count2++)
        {
        x=particle[object[count].particle[count2]].position[0];
        y=particle[object[count].particle[count2]].position[1];

        if (x>0 && x<254)
        if (y>0 && y<254)
          {
          if (block[level.foregrid[y][x]].foredamage!=0)
            object[count].hitpoints-=block[level.foregrid[y][x]].foredamage*4;
          }
        }
      if (object[count].hitpoints<0)
      if (object[count].timetolive>45)
        object[count].timetolive=45;

      subtractvectors(object[count].orientation[1],particle[object[count].particle[0]].position,particle[object[count].particle[3]].position);
      normalizevector(object[count].orientation[1],object[count].orientation[1]);
      object[count].orientation[0][0]=object[count].orientation[1][1];
      object[count].orientation[0][1]=-object[count].orientation[1][0];
      object[count].orientation[0][2]=0.0f;

      objectai(count);

      if (object[0].position[0]<object[count].position[0])
        object[count].direction=0;
      else
        object[count].direction=1;

      if (object[count].velocity[0]<-0.01f)
        object[count].direction=0;
      if (object[count].velocity[0]>0.01f)
        object[count].direction=1;
      if (object[count].link!=-1)
        object[object[count].link].direction=object[count].direction;

      if (dotproduct(object[count].orientation[1],yaxis)>0.7f)
      if (object[count].numoforientations!=0)
        {
        if (object[count].beasttype>=0 && object[count].beasttype<=2)
          scale=2.0f;
        if (object[count].beasttype==8 || object[count].beasttype==11)
          scale=2.0f;
        if (object[count].beasttype==16)
          scale=2.0f;
        if (object[count].beasttype>=3 && object[count].beasttype<=6)
          scale=2.0f;
        if (object[count].beasttype==9 || object[count].beasttype==10)
          scale=2.0f;
        if (object[count].beasttype==7 || object[count].beasttype==13)
          scale=1.5f;
        if (object[count].beasttype==15)
          scale=2.5f;

        if (object[count].axis[0]==-1.0f)
          {
          for (count2=0;count2<4;count2++)
          if (particle[object[count].particle[count2]].velocity[0]>-3.0f/PHYSICSCYCLE)
            particle[object[count].particle[count2]].velocity[0]-=scale/(PHYSICSCYCLE*PHYSICSCYCLE);
          }
        if (object[count].axis[0]==1.0f)
          {
          for (count2=0;count2<4;count2++)
          if (particle[object[count].particle[count2]].velocity[0]<3.0f/PHYSICSCYCLE)
            particle[object[count].particle[count2]].velocity[0]+=scale/(PHYSICSCYCLE*PHYSICSCYCLE);
          }
        }

      if (object[count].beasttype==0 || object[count].beasttype==2 || object[count].beasttype==8 || object[count].beasttype==16)
      if (object[count].numoforientations!=0)
      if ((object[count].button&2)==2)
        for (count2=0;count2<4;count2++)
          {
          if (object[count].beasttype!=8)
            scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,yaxis,0.08f);
          else
            scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,yaxis,0.12f);
          }
      if (object[count].beasttype==15)
      if (object[count].numoforientations!=0)
      if ((object[count].button&2)==2)
        for (count2=0;count2<2;count2++)
          scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,yaxis,0.08f);

      if (object[count].numoforientations!=0)
      if (dotproduct(object[count].orientation[1],yaxis)<0.7f)
        {
        if (object[count].orientation[1][0]<0.0f)
          spin=1.0f;
        else
          spin=-1.0f;
        for (count2=0;count2<4;count2++)
          {
          subtractvectors(vec,particle[object[count].particle[count2]].position,object[count].position);
          crossproduct(vec2,zaxis,vec);
          normalizevector(vec2,vec2);
  
          scaleaddvectors(particle[object[count].particle[count2]].velocity,particle[object[count].particle[count2]].velocity,vec2,spin*0.003f);
          }
        }
      }
    }
  }