taisei/src/projectile_prototypes.c

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/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2019, Andrei Alexeyev <akari@taisei-project.org>.
*/
#include "taisei.h"
#include "projectile.h"
#include "util.h"
#include "random.h"
typedef struct PPBasicPriv {
const char *sprite_name;
Sprite *sprite;
cmplx size;
cmplx collision_size;
} PPBasicPriv;
static void pp_basic_preload(ProjPrototype *proto) {
preload_resource(RES_SPRITE, ((PPBasicPriv*)proto->private)->sprite_name, RESF_PERMANENT);
// not assigning ->sprite here because it'll block the thread until loaded
}
static void pp_basic_init_projectile(ProjPrototype *proto, Projectile *p) {
PPBasicPriv *pdata = proto->private;
p->sprite = pdata->sprite
? pdata->sprite
: (pdata->sprite = get_sprite(pdata->sprite_name));
p->size = pdata->size;
p->collision_size = pdata->collision_size;
}
#define _PP_BASIC(sprite, width, height, colwidth, colheight) \
ProjPrototype _pp_##sprite = { \
.preload = pp_basic_preload, \
.init_projectile = pp_basic_init_projectile, \
.private = (&(PPBasicPriv) { \
.sprite_name = "proj/" #sprite, \
.size = (width) + (height) * I, \
.collision_size = (colwidth) + (colheight) * I, \
}), \
}, *pp_##sprite = &_pp_##sprite; \
#define PP_BASIC(sprite, width, height, colwidth, colheight) _PP_BASIC(sprite, width, height, colwidth, colheight)
#include "projectile_prototypes/basic.inc.h"
// TODO: customize defaults
#define PP_PLAYER(sprite, width, height) _PP_BASIC(sprite, width, height, 0, 0)
#include "projectile_prototypes/player.inc.h"
static void pp_blast_init_projectile(ProjPrototype *proto, Projectile *p) {
pp_basic_init_projectile(proto, p);
assert(p->rule == NULL);
assert(p->timeout > 0);
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real a1_x, a1_y, a2_x, a2_y;
a1_x = rng_range(0, 360);
a1_y = rng_real();
a2_x = rng_real();
a2_y = rng_real();
p->args[1] = CMPLX(a1_x, a1_y);
p->args[2] = CMPLX(a2_x, a2_y);
}
ProjPrototype _pp_blast = {
.preload = pp_basic_preload,
.init_projectile = pp_blast_init_projectile,
.private = &(PPBasicPriv) {
.sprite_name = "part/blast",
.size = 128 * (1+I),
},
}, *pp_blast = &_pp_blast;