taisei/src/projectile.c

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/*
* This software is licensed under the terms of the MIT-License
* See COPYING for further information.
* ---
* Copyright (C) 2011, Lukas Weber <laochailan@web.de>
*/
#include "projectile.h"
#include <stdlib.h>
#include <math.h>
#include "global.h"
#include "list.h"
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Color *rgba(float r, float g, float b, float a) {
Color *clr = malloc(sizeof(Color));
clr->r = r;
clr->g = g;
clr->b = b;
clr->a = a;
return clr;
}
inline Color *rgb(float r, float g, float b) {
return rgba(r, g, b, 1.0);
}
Projectile *create_particle4c(char *name, complex pos, Color *clr, ProjDRule draw, ProjRule rule, complex a1, complex a2, complex a3, complex a4) {
Projectile *p = create_projectile_p(&global.particles, prefix_get_tex(name, "part/"), pos, clr, draw, rule, a1, a2, a3, a4);
p->type = Particle;
return p;
}
Projectile *create_projectile4c(char *name, complex pos, Color *clr, ProjRule rule, complex a1, complex a2, complex a3, complex a4) {
return create_projectile_p(&global.projs, prefix_get_tex(name, "proj/"), pos, clr, ProjDraw, rule, a1, a2, a3, a4);
}
Projectile *create_projectile_p(Projectile **dest, Texture *tex, complex pos, Color *clr,
ProjDRule draw, ProjRule rule, complex a1, complex a2, complex a3, complex a4) {
Projectile *p = create_element((void **)dest, sizeof(Projectile));
p->birthtime = global.frames;
p->pos = pos;
p->pos0 = pos;
p->angle = 0;
p->rule = rule;
p->draw = draw;
p->tex = tex;
p->type = FairyProj;
p->clr = clr;
p->args[0] = a1;
p->args[1] = a2;
p->args[2] = a3;
p->args[3] = a4;
if(dest != &global.particles && clr != NULL) {
Color *color = rgba(clr->r, clr->g, clr->b, clr->a);
create_projectile_p(&global.particles, tex, pos, color, Shrink, bullet_flare_move, 16, add_ref(p), 0, 0);
}
return p;
}
void _delete_projectile(void **projs, void *proj) {
Projectile *p = proj;
p->rule(p, EVENT_DEATH);
if(p->clr)
free(p->clr);
del_ref(proj);
delete_element(projs, proj);
}
void delete_projectile(Projectile **projs, Projectile *proj) {
_delete_projectile((void **)projs, proj);
}
void delete_projectiles(Projectile **projs) {
delete_all_elements((void **)projs, _delete_projectile);
}
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int collision_projectile(Projectile *p) {
if(p->type == FairyProj) {
float angle = carg(global.plr.pos - p->pos) + p->angle;
int projr = sqrt(pow(p->tex->w/4*cos(angle),2)*8/10 + pow(p->tex->h/2*sin(angle)*8/10,2));
if(cabs(global.plr.pos - p->pos) < projr + 1)
return 1;
} else {
Enemy *e = global.enemies;
while(e != NULL) {
if(e->hp != ENEMY_IMMUNE && cabs(e->pos - p->pos) < 15) {
global.points += 100;
e->hp--;
return 2;
}
e = e->next;
}
if(global.boss != NULL && cabs(global.boss->pos - p->pos) < 15) {
global.boss->dmg++;
return 2;
}
}
return 0;
}
void draw_projectiles(Projectile *projs) {
Projectile *proj;
for(proj = projs; proj; proj = proj->next)
proj->draw(proj, global.frames - proj->birthtime);
}
void process_projectiles(Projectile **projs, char collision) {
Projectile *proj = *projs, *del = NULL;
char killed = 0;
char col = 0;
int action;
while(proj != NULL) {
action = proj->rule(proj, global.frames - proj->birthtime);
if(proj->type == DeadProj && killed < 2) {
killed++;
action = ACTION_DESTROY;
create_particle1c("flare", proj->pos, NULL, Fade, timeout, 30);
create_item(proj->pos, 0, BPoint)->auto_collect = 10;
}
if(collision)
col = collision_projectile(proj);
if(col && proj->type != Particle) {
Color *clr = NULL;
if(proj->clr) {
clr = malloc(sizeof(Color));
memcpy(clr, proj->clr, sizeof(Color));
}
create_projectile_p(&global.particles, proj->tex, proj->pos, clr, DeathShrink, timeout_linear, 10, 5*cexp(proj->angle*I), 0, 0);
}
if(col == 1 && global.frames - abs(global.plr.recovery) >= 0)
plr_death(&global.plr);
if(action == ACTION_DESTROY || col
|| creal(proj->pos) + proj->tex->w/2 < 0 || creal(proj->pos) - proj->tex->w/2 > VIEWPORT_W
|| cimag(proj->pos) + proj->tex->h/2 < 0 || cimag(proj->pos) - proj->tex->h/2 > VIEWPORT_H) {
del = proj;
proj = proj->next;
delete_projectile(projs, del);
if(proj == NULL) break;
} else {
proj = proj->next;
}
}
}
int linear(Projectile *p, int t) { // sure is physics in here; a[0]: velocity
p->angle = carg(p->args[0]);
p->pos = p->pos0 + p->args[0]*t;
return 1;
}
int accelerated(Projectile *p, int t) {
p->angle = carg(p->args[0]);
p->pos = p->pos0 + p->args[0]*t + p->args[1]*t*t;
return 1;
}
int asymptotic(Projectile *p, int t) { // v = a[0]*(a[1] + 1); a[1] -> 0
p->angle = carg(p->args[0] + p->args[1]);
p->args[1] *= 0.8;
p->pos += p->args[0]*(p->args[1] + 1);
return 1;
}
void _ProjDraw(Projectile *proj, int t) {
if(proj->clr != NULL && !tconfig.intval[NO_SHADER]) {
GLuint shader = get_shader("bullet_color");
glUseProgramObjectARB(shader);
glUniform4fv(glGetUniformLocation(shader, "color"), 1, (GLfloat *)proj->clr);
}
if(proj->clr != NULL && tconfig.intval[NO_SHADER])
glColor3f(0,0,0);
draw_texture_p(0,0, proj->tex);
glColor3f(1,1,1);
if(!tconfig.intval[NO_SHADER])
glUseProgramObjectARB(0);
}
void ProjDraw(Projectile *proj, int t) {
glPushMatrix();
glTranslatef(creal(proj->pos), cimag(proj->pos), 0);
glRotatef(proj->angle*180/M_PI+90, 0, 0, 1);
_ProjDraw(proj, t);
glPopMatrix();
}
void Blast(Projectile *p, int t) {
if(t == 1) {
p->args[1] = frand()*360 + frand()*I;
p->args[2] = frand() + frand()*I;
}
glPushMatrix();
glTranslatef(creal(p->pos), cimag(p->pos), 0);
glRotatef(creal(p->args[1]), cimag(p->args[1]), creal(p->args[2]), cimag(p->args[2]));
glScalef(t/p->args[0], t/p->args[0], 1);
glColor4f(0.3,0.6,1,1 - t/p->args[0]);
draw_texture_p(0,0,p->tex);
glPopMatrix();
glColor4f(1,1,1,1);
}
void Shrink(Projectile *p, int t) {
glPushMatrix();
float s = 2.0-t/p->args[0]*2;
glTranslatef(creal(p->pos), cimag(p->pos), 0);
glRotatef(p->angle*180/M_PI+90, 0, 0, 1);
glScalef(s, s, 1);
_ProjDraw(p, t);
glPopMatrix();
}
void DeathShrink(Projectile *p, int t) {
glPushMatrix();
float s = 2.0-t/p->args[0]*2;
glTranslatef(creal(p->pos), cimag(p->pos), 0);
glRotatef(p->angle*180/M_PI+90, 0, 0, 1);
glScalef(s, 1, 1);
_ProjDraw(p, t);
glPopMatrix();
}
void GrowFade(Projectile *p, int t) {
glPushMatrix();
glTranslatef(creal(p->pos), cimag(p->pos), 0);
glRotatef(p->angle*180/M_PI+90, 0, 0, 1);
glScalef(t/p->args[0]*(1+p->args[1]), t/p->args[0]*(1+p->args[1]), 1);
if(p->clr)
glColor4f(p->clr->r,p->clr->g,p->clr->b,1-t/p->args[0]);
else
glColor4f(1,1,1,1-t/p->args[0]);
draw_texture_p(0,0,p->tex);
glColor4f(1,1,1,1);
glPopMatrix();
}
int bullet_flare_move(Projectile *p, int t) {
if(t > 16 || REF(p->args[1]) == NULL) {
free_ref(p->args[1]);
return ACTION_DESTROY;
}
p->pos = ((Projectile *) REF(p->args[1]))->pos;
p->angle = ((Projectile *) REF(p->args[1]))->angle;
return 1;
}
void Fade(Projectile *p, int t) {
glColor4f(1,1,1, 1.0 - (float)t/p->args[0]);
ProjDraw(p, t);
glColor4f(1,1,1,1);
}
int timeout(Projectile *p, int t) {
if(t >= creal(p->args[0]))
return ACTION_DESTROY;
return 1;
}
int timeout_linear(Projectile *p, int t) {
if(t >= creal(p->args[0]))
return ACTION_DESTROY;
p->angle = carg(p->args[1]);
p->pos = p->pos0 + p->args[1]*t;
return 1;
}