taisei/src/player.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 "player.h"
#include <SDL/SDL.h>
#include "projectile.h"
#include "global.h"
#include "plrmodes.h"
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void init_player(Player* plr, Character cha, ShotMode shot) {
plr->pos = VIEWPORT_W/2 + I*(VIEWPORT_H-20);
plr->focus = False;
plr->fire = False;
plr->moving = False;
plr->dir = 0;
plr->power = 0;
plr->lifes = 2;
plr->bombs = 3;
plr->slaves = NULL;
plr->recovery = 0;
plr->cha = cha;
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plr->shot = shot;
switch(cha) {
case Youmu:
plr->ani = get_ani("youmu");
break;
case Marisa:
plr->ani = get_ani("marisa");
break;
}
}
void player_draw(Player* plr) {
draw_enemies(plr->slaves);
glPushMatrix();
glTranslatef(creal(plr->pos), cimag(plr->pos), 0);
if(plr->focus != 0) {
glPushMatrix();
glRotatef(global.frames*10, 0, 0, 1);
glScalef(1, 1, 1);
glColor4f(1,1,1,0.2);
draw_texture(0, 0, "fairy_circle");
glColor4f(1,1,1,1);
glPopMatrix();
}
glDisable(GL_CULL_FACE);
if(plr->dir) {
glPushMatrix();
glScalef(-1,1,1);
}
if(global.frames - abs(plr->recovery) < 0 && (global.frames/17)&1)
glColor4f(0.8,0.8,1,0.9);
draw_animation_p(0, 0, !plr->moving, plr->ani);
glColor4f(1,1,1,1);
if(plr->dir)
glPopMatrix();
glEnable(GL_CULL_FACE);
if(plr->focus != 0) {
glPushMatrix();
glColor4f(1,1,1,fabs((float)plr->focus/30.0f));
glRotatef(global.frames, 0, 0, -1);
draw_texture(0, 0, "focus");
glColor4f(1,1,1,1);
glPopMatrix();
}
glPopMatrix();
}
void player_logic(Player* plr) {
process_enemies(&plr->slaves);
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if(plr->fire && plr->cha == Youmu) {
if(!(global.frames % 4)) {
create_projectile("youmu", plr->pos + 10 - I*20, NULL, linear, rarg(-20I))->type = PlrProj;
create_projectile("youmu", plr->pos - 10 - I*20, NULL, linear, rarg(-20I))->type = PlrProj;
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if(plr->power >= 2) {
float a = 0.20;
if(plr->focus > 0) a = 0.06;
create_projectile("youmu", plr->pos - 10 - I*20, NULL, linear, rarg(I*-20*cexp(-I*a)))->type = PlrProj;
create_projectile("youmu", plr->pos + 10 - I*20, NULL, linear, rarg(I*-20*cexp(I*a)))->type = PlrProj;
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}
}
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float a = 1;
if(plr->focus > 0)
a = 0.4;
if(plr->shot == YoumuHoming && !(global.frames % 7)) {
complex ref = -1;
if(global.boss != NULL)
ref = add_ref(global.boss);
else if(global.enemies != NULL)
ref = add_ref(global.enemies);
if(ref != -1)
create_projectile("hghost", plr->pos, NULL, youmu_homing, rarg(a*cexp(I*rand()), ref))->type = PlrProj;
}
}
if(plr->focus < 0 || (plr->focus > 0 && plr->focus < 30))
plr->focus++;
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if(plr->shot == YoumuOpposite && plr->slaves == NULL)
create_enemy(&plr->slaves, youmu_opposite_draw, youmu_opposite_logic, plr->pos, ENEMY_IMMUNE, plr, 0);
}
void plr_bomb(Player *plr) {
if(global.frames - plr->recovery >= 0 && plr->bombs > 0) {
Enemy *e;
for(e = global.enemies; e; e = e->next)
if(e->hp != ENEMY_IMMUNE)
e->hp = 0;
delete_projectiles(&global.projs);
play_sound("laser1");
plr->bombs--;
plr->recovery = global.frames + 200;
}
}
void plr_death(Player *plr) {
if(plr->lifes-- == 0) {
game_over();
} else {
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create_item(plr->pos, 6-15*I, Power);
create_item(plr->pos, -6-15*I, Power);
plr->pos = VIEWPORT_W/2 + VIEWPORT_H*I;
plr->recovery = -(global.frames + 200);
if(global.plr.bombs < 2)
global.plr.bombs = 2;
}
if(plr->slaves)
delete_enemies(&plr->slaves);
}