taisei/src/stage.c

378 lines
9.2 KiB
C
Raw Normal View History

/*
* 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 "stage.h"
#include <SDL/SDL.h>
#include "global.h"
#include "menu/ingamemenu.h"
void stage_start() {
global.timer = 0;
global.frames = 0;
global.game_over = 0;
global.points = 0;
global.nostagebg = False;
}
void stage_input() {
if(global.menu) {
menu_input(global.menu);
return;
}
SDL_Event event;
while(SDL_PollEvent(&event)) {
int sym = event.key.keysym.sym;
global_processevent(&event);
if(event.type == SDL_KEYDOWN) {
if(sym == tconfig.intval[KEY_FOCUS])
global.plr.focus = 1;
else if(sym == tconfig.intval[KEY_SHOT]) {
if(!global.dialog)
global.plr.fire = True;
else
page_dialog(&global.dialog);
} else if(sym == tconfig.intval[KEY_BOMB]) {
if(!global.dialog)
plr_bomb(&global.plr);
} else if(sym == SDLK_ESCAPE) {
if(!global.menu)
global.menu = create_ingame_menu();
else
global.menu->quit = 1;
}
} else if(event.type == SDL_KEYUP) {
if(sym == tconfig.intval[KEY_FOCUS])
global.plr.focus = -30; // that's for the transparency timer
else if(sym == tconfig.intval[KEY_SHOT])
global.plr.fire = False;
} else if(event.type == SDL_QUIT) {
exit(1);
}
}
2011-07-04 14:10:12 +02:00
if(global.plr.deathtime < -1)
return;
Uint8 *keys = SDL_GetKeyState(NULL);
global.plr.moving = False;
if(keys[tconfig.intval[KEY_LEFT]] && !keys[tconfig.intval[KEY_RIGHT]]) {
global.plr.moving = True;
global.plr.dir = 1;
} else if(keys[tconfig.intval[KEY_RIGHT]] && !keys[tconfig.intval[KEY_LEFT]]) {
global.plr.moving = True;
global.plr.dir = 0;
}
2011-07-05 15:20:19 +02:00
complex direction = 0;
if(keys[tconfig.intval[KEY_LEFT]])
direction -= 1;
if(keys[tconfig.intval[KEY_RIGHT]])
direction += 1;
if(keys[tconfig.intval[KEY_UP]])
direction -= 1I;
if(keys[tconfig.intval[KEY_DOWN]])
direction += 1I;
if(direction)
plr_move(&global.plr, direction);
if(!keys[tconfig.intval[KEY_SHOT]] && global.plr.fire)
global.plr.fire = False;
if(!keys[tconfig.intval[KEY_FOCUS]] && global.plr.focus > 0)
global.plr.focus = -30;
}
void draw_hud() {
draw_texture(SCREEN_W/2.0, SCREEN_H/2.0, "hud");
char buf[16];
int i;
glPushMatrix();
glTranslatef(615,0,0);
for(i = 0; i < global.plr.lifes; i++)
draw_texture(16*i,167, "star");
for(i = 0; i < global.plr.bombs; i++)
draw_texture(16*i,200, "star");
sprintf(buf, "%.2f", global.plr.power);
2011-06-24 12:35:03 +02:00
draw_text(AL_Center, 10, 236, buf, _fonts.standard);
sprintf(buf, "%i", global.points);
2011-06-24 12:35:03 +02:00
draw_text(AL_Center, 13, 49, buf, _fonts.standard);
glPopMatrix();
sprintf(buf, "%i fps", global.fps.show_fps);
draw_text(AL_Right, SCREEN_W, SCREEN_H-20, buf, _fonts.standard);
if(global.boss)
draw_texture(VIEWPORT_X+creal(global.boss->pos), 590, "boss_indicator");
}
void stage_draw(StageRule bgdraw, ShaderRule *shaderrules, int time) {
if(!tconfig.intval[NO_SHADER])
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbg[0].fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(-(VIEWPORT_X+VIEWPORT_W/2.0), -(VIEWPORT_Y+VIEWPORT_H/2.0),0);
glEnable(GL_DEPTH_TEST);
// NO_STAGEBG == 2 means "automatic mode". Do we need a derpenum for this?
// global.fps.fps is unreliable here, show_fps is better
if(!global.nostagebg && ((!global.menu && !tconfig.intval[NO_STAGEBG]) ||
(tconfig.intval[NO_STAGEBG] == 2 && (global.fps.show_fps == 0 || global.fps.show_fps > tconfig.intval[NO_STAGEBG_FPSLIMIT]))))
bgdraw();
else global.nostagebg = True;
glPopMatrix();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
2011-06-24 12:35:03 +02:00
set_ortho();
glPushMatrix();
glTranslatef(VIEWPORT_X,VIEWPORT_Y,0);
if(!global.menu) {
if(!tconfig.intval[NO_SHADER])
apply_bg_shaders(shaderrules);
2011-08-26 15:19:14 +02:00
if(global.boss) {
glPushMatrix();
glTranslatef(creal(global.boss->pos), cimag(global.boss->pos), 0);
2012-04-04 17:19:53 +02:00
if(!(global.frames % 5)) {
complex offset = (frand()-0.5)*50 + (frand()-0.5)*20I;
create_particle3c("boss_shadow", -20I, rgba(0.2,0.35,0.5,0.5), EnemyFlareShrink, enemy_flare, 50, (-100I-offset)/(50.0+frand()*10), add_ref(global.boss));
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
2011-08-26 15:19:14 +02:00
glRotatef(global.frames*4.0, 0, 0, -1);
float f = 0.8+0.1*sin(global.frames/8.0);
glScalef(f,f,f);
draw_texture(0,0,"boss_circle");
2012-04-04 17:19:53 +02:00
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2011-08-26 15:19:14 +02:00
glPopMatrix();
}
player_draw(&global.plr);
2011-12-25 08:18:03 +01:00
draw_items();
draw_projectiles(global.projs);
2011-12-25 08:18:03 +01:00
2012-04-04 17:19:53 +02:00
draw_projectiles(global.particles);
draw_enemies(global.enemies);
draw_lasers();
if(global.boss)
draw_boss(global.boss);
if(global.dialog)
draw_dialog(global.dialog);
if(!tconfig.intval[NO_SHADER]) {
2011-12-25 08:18:03 +01:00
glBindFramebuffer(GL_FRAMEBUFFER, 0);
2011-07-05 15:20:19 +02:00
glPushMatrix();
if(global.plr.cha == Marisa && global.plr.shot == MarisaLaser && global.frames - global.plr.recovery < 0)
glTranslatef(8*sin(global.frames),8*sin(global.frames+3),0);
2011-12-29 09:37:17 +01:00
// glColor4f(1,1,1,0.2);
draw_fbo_viewport(&resources.fsec);
2011-12-29 09:37:17 +01:00
// glColor4f(1,1,1,1);
2011-07-05 15:20:19 +02:00
glPopMatrix();
}
} if(global.menu) {
draw_ingame_menu(global.menu);
}
glPopMatrix();
if(global.frames < 4*FADE_TIME)
fade_out(1.0 - global.frames/(float)(4*FADE_TIME));
if(global.timer > time - 4*FADE_TIME) {
fade_out((global.timer - time + 4*FADE_TIME)/(float)(4*FADE_TIME));
}
draw_hud();
if(global.menu && global.menu->selected == 1)
fade_out(global.menu->fade);
}
void apply_bg_shaders(ShaderRule *shaderrules) {
int fbonum = 0;
int i;
if(global.boss && global.boss->current && global.boss->current->draw_rule) {
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbg[0].fbo);
global.boss->current->draw_rule(global.boss, global.frames - global.boss->current->starttime);
2011-08-26 15:19:14 +02:00
glPushMatrix();
glTranslatef(creal(global.boss->pos), cimag(global.boss->pos), 0);
glRotatef(global.frames*7.0, 0, 0, -1);
int t;
if((t = global.frames - global.boss->current->starttime) < 0) {
float f = 1.0 - t/(float)ATTACK_START_DELAY;
glScalef(f,f,f);
}
draw_texture(0,0,"boss_spellcircle0");
glPopMatrix();
2011-12-25 08:18:03 +01:00
glBindFramebuffer(GL_FRAMEBUFFER, 0);
} else if(!global.nostagebg) {
for(i = 0; shaderrules != NULL && shaderrules[i] != NULL; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbg[!fbonum].fbo);
shaderrules[i](fbonum);
fbonum = !fbonum;
}
}
2011-12-25 08:18:03 +01:00
glBindFramebuffer(GL_FRAMEBUFFER, resources.fsec.fbo);
if(global.boss) { // Boss background shader
2012-04-05 16:27:18 +02:00
Shader *shader = get_shader("boss_zoom");
glUseProgram(shader->prog);
complex fpos = VIEWPORT_H*I + conj(global.boss->pos) + (VIEWPORT_X + VIEWPORT_Y*I);
complex pos = fpos + 15*cexp(I*global.frames/4.5);
2012-04-05 16:27:18 +02:00
glUniform2f(uniloc(shader, "blur_orig"),
creal(pos)/resources.fbg[fbonum].nw, cimag(pos)/resources.fbg[fbonum].nh);
2012-04-05 16:27:18 +02:00
glUniform2f(uniloc(shader, "fix_orig"),
creal(fpos)/resources.fbg[fbonum].nw, cimag(fpos)/resources.fbg[fbonum].nh);
2012-04-05 16:27:18 +02:00
glUniform1f(uniloc(shader, "blur_rad"), 0.2+0.025*sin(global.frames/15.0));
glUniform1f(uniloc(shader, "rad"), 0.24);
glUniform1f(uniloc(shader, "ratio"), (float)resources.fbg[fbonum].nh/resources.fbg[fbonum].nw);
}
draw_fbo_viewport(&resources.fbg[fbonum]);
2011-12-25 08:18:03 +01:00
glUseProgram(0);
2011-07-05 15:20:19 +02:00
if(global.frames - global.plr.recovery < 0) {
float t = BOMB_RECOVERY - global.plr.recovery + global.frames;
float fade = 1;
if(t < BOMB_RECOVERY/6)
fade = t/BOMB_RECOVERY*6;
if(t > BOMB_RECOVERY/4*3)
fade = 1-t/BOMB_RECOVERY*4 + 3;
glPushMatrix();
glTranslatef(-30,-30,0);
fade_out(fade*0.6);
glPopMatrix();
}
}
void stage_logic(int time) {
if(global.menu) {
ingame_menu_logic(&global.menu);
return;
}
player_logic(&global.plr);
process_enemies(&global.enemies);
process_projectiles(&global.projs, True);
2011-04-29 10:26:37 +02:00
process_items();
process_lasers();
process_projectiles(&global.particles, False);
if(global.boss && !global.dialog) {
process_boss(global.boss);
if(global.boss->dmg > global.boss->attacks[global.boss->acount-1].dmglimit)
boss_death(&global.boss);
}
global.frames++;
if(!global.dialog && !global.boss)
global.timer++;
calc_fps(&global.fps);
if(global.timer >= time)
global.game_over = GAMEOVER_WIN;
}
void stage_end() {
delete_projectiles(&global.projs);
delete_projectiles(&global.particles);
delete_enemies(&global.enemies);
2011-04-29 10:26:37 +02:00
delete_items();
delete_lasers();
if(global.menu) {
destroy_menu(global.menu);
global.menu = NULL;
}
if(global.dialog) {
delete_dialog(global.dialog);
global.dialog = NULL;
}
if(global.boss) {
free_boss(global.boss);
global.boss = NULL;
}
}
void stage_loop(StageRule start, StageRule end, StageRule draw, StageRule event, ShaderRule *shaderrules, int endtime) {
if(global.game_over == GAMEOVER_WIN) {
global.game_over = 0;
} else if(global.game_over) {
return;
}
stage_start();
start();
while(global.game_over <= 0) {
if(!global.boss && !global.dialog)
event();
stage_input();
stage_logic(endtime);
stage_draw(draw, shaderrules, endtime);
SDL_GL_SwapBuffers();
frame_rate(&global.lasttime);
}
end();
stage_end();
}
void draw_stage_title(int t, int dur, char *stage, char *subtitle) {
if(t < 0 || t > dur)
return;
draw_text(AL_Center, VIEWPORT_W/2, VIEWPORT_H/2, stage, _fonts.mainmenu);
}