taisei/src/projectile.c

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/*
* This software is licensed under the terms of the MIT-License
* See COPYING for further information.
* ---
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* Copyright (c) 2011-2017, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2017, Andrei Alexeyev <akari@alienslab.net>.
*/
#include "projectile.h"
#include <stdlib.h>
#include "global.h"
#include "list.h"
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#include "vbo.h"
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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;
}
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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);
}
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Projectile *create_projectile_p(Projectile **dest, Texture *tex, complex pos, Color clr,
ProjDRule draw, ProjRule rule, complex a1, complex a2, complex a3, complex a4) {
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Projectile *p, *e, **d;
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for(e = *dest; e && e->next; e = e->next)
if(e->prev && tex->w*tex->h > e->tex->w*e->tex->h)
break;
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if(e == NULL)
d = dest;
else
d = &e;
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p = create_element((void **)d, sizeof(Projectile));
p->birthtime = global.frames;
p->pos = pos;
p->pos0 = pos;
p->angle = M_PI/2;
p->rule = rule;
p->draw = draw;
p->tex = tex;
p->type = FairyProj;
p->clr = clr;
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p->grazed = 0;
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p->maxviewportdist = 0;
p->args[0] = a1;
p->args[1] = a2;
p->args[2] = a3;
p->args[3] = a4;
return p;
}
void _delete_projectile(void **projs, void *proj) {
Projectile *p = proj;
p->rule(p, EVENT_DEATH);
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) {
double angle = carg(global.plr.pos - p->pos) + p->angle;
double projr = sqrt(pow(p->tex->w/4*cos(angle),2)*5/10.0 + pow(p->tex->h/2*sin(angle)*5/10.0,2));
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double grazer = max(p->tex->w, p->tex->h);
double dst = cabs(global.plr.pos - p->pos);
grazer = (0.9 * sqrt(grazer) + 0.1 * grazer) * 6;
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if(dst < projr + 1)
return 1;
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if(!p->grazed && dst < grazer && global.frames - abs(global.plr.recovery) > 0) {
p->grazed = true;
player_graze(&global.plr, p->pos - grazer * 0.3 * cexp(I*carg(p->pos - global.plr.pos)), 50);
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}
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} else if(p->type >= PlrProj) {
Enemy *e = global.enemies;
int damage = p->type - PlrProj;
while(e != NULL) {
if(e->hp != ENEMY_IMMUNE && cabs(e->pos - p->pos) < 15) {
player_add_points(&global.plr, damage * 0.5);
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#ifdef PLR_DPS_STATS
global.plr.total_dmg += min(e->hp, damage);
#endif
e->hp -= damage;
return 2;
}
e = e->next;
}
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if(global.boss && cabs(global.boss->pos - p->pos) < 42
&& boss_is_vulnerable(global.boss)) {
player_add_points(&global.plr, damage * 0.2);
global.boss->current->hp -= damage;
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#ifdef PLR_DPS_STATS
global.plr.total_dmg += damage;
#endif
return 2;
}
}
return 0;
}
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void draw_projectiles(Projectile *projs) {
Projectile *proj;
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for(proj = projs; proj; proj = proj->next)
proj->draw(proj, global.frames - proj->birthtime);
}
void process_projectiles(Projectile **projs, bool 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);
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if(proj->type == DeadProj && killed < 5) {
killed++;
action = ACTION_DESTROY;
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create_particle1c("flare", proj->pos, 0, Fade, timeout, 30);
create_item(proj->pos, 0, BPoint)->auto_collect = 10;
}
if(collision)
col = collision_projectile(proj);
if(col && proj->type != Particle) {
Projectile *p = create_projectile_p(&global.particles, proj->tex, proj->pos, proj->clr, DeathShrink, timeout_linear, 10, 5*cexp(proj->angle*I), 0, 0);
if(proj->type > PlrProj) {
p->type = PlrProj;
}
}
if(col == 1 && global.frames - abs(global.plr.recovery) >= 0)
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player_death(&global.plr);
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int e = proj->maxviewportdist;
if(e < 300 && (proj->type == Particle || proj->type >= PlrProj)) {
// XXX: maybe have them set it manually?
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e = 300;
}
if(action == ACTION_DESTROY || col
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|| creal(proj->pos) + proj->tex->w/2 + e < 0 || creal(proj->pos) - proj->tex->w/2 - e > VIEWPORT_W
|| cimag(proj->pos) + proj->tex->h/2 + e < 0 || cimag(proj->pos) - proj->tex->h/2 - e > 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
if(t < 0)
return 1;
p->angle = carg(p->args[0]);
p->pos = p->pos0 + p->args[0]*t;
return 1;
}
int accelerated(Projectile *p, int t) {
if(t < 0)
return 1;
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p->angle = carg(p->args[0]);
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p->pos += p->args[0];
p->args[0] += p->args[1];
return 1;
}
int asymptotic(Projectile *p, int t) { // v = a[0]*(a[1] + 1); a[1] -> 0
if(t < 0)
return 1;
p->angle = carg(p->args[0]);
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) {
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static GLfloat clr[4];
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Shader *shader = get_shader("bullet_color");
glUseProgram(shader->prog);
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parse_color_array(proj->clr, clr);
glUniform4fv(uniloc(shader, "color"), 1, clr);
}
draw_texture_p(0,0, proj->tex);
if(proj->clr) {
glUseProgram(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);
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if(t < 16 && proj->type < PlrProj && proj->type != Particle) {
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float s = 2.0-t/16.0;
if(s != 1)
glScalef(s,s,1);
}
_ProjDraw(proj, t);
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glPopMatrix();
}
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void ProjDrawNoFlareAdd(Projectile *proj, int t) {
glPushMatrix();
glTranslatef(creal(proj->pos), cimag(proj->pos), 0);
glRotatef(proj->angle*180/M_PI+90, 0, 0, 1);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
_ProjDraw(proj, t);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glPopMatrix();
}
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void ProjDrawAdd(Projectile *proj, int t) {
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
ProjDraw(proj, t);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
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void ProjDrawSub(Projectile *proj, int t) {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
ProjDraw(proj, t);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
}
void PartDraw(Projectile *proj, int t) {
glPushMatrix();
glTranslatef(creal(proj->pos), cimag(proj->pos), 0);
glRotatef(proj->angle*180/M_PI+90, 0, 0, 1);
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if(proj->clr) {
parse_color_call(proj->clr, glColor4f);
}
draw_texture_p(0,0, proj->tex);
glPopMatrix();
if(proj->clr)
glColor3f(1,1,1);
}
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void Blast(Projectile *p, int t) {
if(t == 1) {
p->args[1] = frand()*360 + frand()*I;
p->args[2] = frand() + frand()*I;
}
glPushMatrix();
if(p->pos)
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]));
if(t != p->args[0])
glScalef(t/p->args[0], t/p->args[0], 1);
glColor4f(0.3,0.6,1,1 - t/p->args[0]);
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draw_texture_p(0,0,p->tex);
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glScalef(0.5+creal(p->args[2]),0.5+creal(p->args[2]),1);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
draw_texture_p(0,0,p->tex);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glPopMatrix();
glColor4f(1,1,1,1);
}
void Shrink(Projectile *p, int t) {
glPushMatrix();
float s = 2.0-t/p->args[0]*2;
if(p->pos)
glTranslatef(creal(p->pos), cimag(p->pos), 0);
if(p->angle != M_PI*0.5)
glRotatef(p->angle*180/M_PI+90, 0, 0, 1);
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if(s != 1)
glScalef(s, s, 1);
_ProjDraw(p, t);
glPopMatrix();
}
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void ShrinkAdd(Projectile *p, int t) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
Shrink(p, t);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
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);
if(s != 1)
glScalef(s, 1, 1);
_ProjDraw(p, t);
glPopMatrix();
}
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void GrowFadeAdd(Projectile *p, int t) {
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
GrowFade(p, t);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
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);
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float s = t/p->args[0]*(1 + (creal(p->args[2])? p->args[2] : p->args[1]));
if(s != 1)
glScalef(s, s, 1);
if(p->clr)
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parse_color_call(derive_color(p->clr, CLRMASK_A, rgba(0,0,0,1-t/p->args[0])), glColor4f);
else if(t/p->args[0] != 0)
glColor4f(1,1,1,1-t/p->args[0]);
draw_texture_p(0,0,p->tex);
glColor4f(1,1,1,1);
glPopMatrix();
}
void Fade(Projectile *p, int t) {
if(t/creal(p->args[0]) != 0)
glColor4f(1,1,1, 1.0 - (float)t/p->args[0]);
ProjDraw(p, t);
if(t/creal(p->args[0]) != 0)
glColor4f(1,1,1,1);
}
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void FadeAdd(Projectile *p, int t) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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parse_color_call(derive_color(p->clr, CLRMASK_A, rgba(0,0,0, 1.0 - (float)t/p->args[0])), glColor4f);
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glPushMatrix();
glTranslatef(creal(p->pos), cimag(p->pos), 0);
glRotatef(180/M_PI*p->angle+90, 0, 0, 1);
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draw_texture_p(0,0, p->tex);
glPopMatrix();
glColor4f(1,1,1,1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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;
if(t < 0)
return 1;
p->angle = carg(p->args[1]);
p->pos = p->pos0 + p->args[1]*t;
return 1;
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}
void Petal(Projectile *p, int t) {
float x = creal(p->args[2]);
float y = cimag(p->args[2]);
float z = creal(p->args[3]);
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float r = sqrt(x*x+y*y+z*z);
x /= r; y /= r; z /= r;
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glDisable(GL_CULL_FACE);
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glPushMatrix();
if(p->pos)
glTranslatef(creal(p->pos), cimag(p->pos),0);
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glRotatef(t*4.0 + cimag(p->args[3]), x, y, z);
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if(p->clr) {
parse_color_call(p->clr, glColor4f);
}
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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draw_texture_p(0,0, p->tex);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if(p->clr)
glColor4f(1,1,1,1);
glPopMatrix();
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glEnable(GL_CULL_FACE);
}
void petal_explosion(int n, complex pos) {
int i;
for(i = 0; i < n; i++) {
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tsrand_fill(6);
float t = frand();
Color c = rgba(sin(5*t),cos(5*t),0.5,t);
create_particle4c("petal", pos, c, Petal, asymptotic, (3+5*afrand(2))*cexp(I*M_PI*2*afrand(3)), 5, afrand(4) + afrand(5)*I, afrand(1) + 360.0*I*afrand(0));
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}
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}
void projectiles_preload(void) {
preload_resources(RES_TEXTURE, RESF_PERMANENT,
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// XXX: maybe split this up into stage-specific preloads too?
// some of these are ubiquitous, but some only appear in very specific parts.
"part/blast",
"part/boss_shadow",
"part/flare",
"part/lasercurve",
"part/marilaser_part0",
"part/maristar_orbit",
"part/petal",
"part/smoke",
"part/stain",
"part/youmu_slice",
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"part/lightning0",
"part/lightning1",
"part/lightningball",
"proj/ball",
"proj/bigball",
"proj/bullet",
"proj/card",
"proj/crystal",
"proj/flea",
"proj/hghost",
"proj/marilaser",
"proj/marisa",
"proj/maristar",
"proj/plainball",
"proj/rice",
"proj/soul",
"proj/thickrice",
"proj/wave",
"proj/youhoming",
"proj/youmu",
NULL);
preload_resources(RES_SHADER, RESF_PERMANENT,
"bullet_color",
NULL);
}