taisei/src/entity.h

156 lines
4.6 KiB
C
Raw Normal View History

/*
* This software is licensed under the terms of the MIT-License
* See COPYING for further information.
* ---
* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2019, Andrei Alexeyev <akari@alienslab.net>.
*/
#ifndef IGUARD_entity_h
#define IGUARD_entity_h
#include "taisei.h"
#include "objectpool.h"
2019-03-26 17:32:50 +01:00
#include "util/geometry.h"
#define LAYER_LOW_BITS 16
#define LAYER_LOW_MASK ((1 << LAYER_LOW_BITS) - 1)
typedef uint32_t drawlayer_t;
typedef uint16_t drawlayer_low_t;
typedef enum DrawLayerID {
LAYER_ID_NONE,
#define LAYER(x) LAYER_ID_##x,
#include "drawlayers.inc.h"
} DrawLayerID;
typedef enum DrawLayer {
#define LAYER(x) LAYER_##x = (LAYER_ID_##x << LAYER_LOW_BITS),
#include "drawlayers.inc.h"
} DrawLayer;
// NOTE: you can bit-or a drawlayer_low_t value with one of the LAYER_x constants
// for sub-layer ordering.
#define ENT_TYPES \
ENT_TYPE(Projectile, ENT_PROJECTILE) \
ENT_TYPE(Laser, ENT_LASER) \
ENT_TYPE(Enemy, ENT_ENEMY) \
ENT_TYPE(Boss, ENT_BOSS) \
ENT_TYPE(Player, ENT_PLAYER) \
ENT_TYPE(Item, ENT_ITEM) \
typedef enum EntityType {
_ENT_TYPE_ENUM_BEGIN,
#define ENT_TYPE(typename, id) id, _ENT_TYPEID_##typename = id,
ENT_TYPES
#undef ENT_TYPE
_ENT_TYPE_ENUM_END,
} EntityType;
typedef struct EntityInterface EntityInterface;
typedef struct EntityListNode EntityListNode;
2018-07-30 09:04:09 +02:00
typedef enum DamageType {
DMG_UNDEFINED,
DMG_ENEMY_SHOT,
DMG_ENEMY_COLLISION,
DMG_PLAYER_SHOT,
DMG_PLAYER_BOMB,
DMG_PLAYER_DISCHARGE,
2018-07-30 09:04:09 +02:00
} DamageType;
#define DAMAGETYPE_IS_PLAYER(dmg) (\
(dmg) == DMG_PLAYER_SHOT || \
(dmg) == DMG_PLAYER_BOMB || \
(dmg) == DMG_PLAYER_DISCHARGE \
)
2018-07-30 09:04:09 +02:00
typedef enum DamageResult {
DMG_RESULT_OK,
DMG_RESULT_IMMUNE,
DMG_RESULT_INAPPLICABLE,
} DamageResult;
typedef struct DamageInfo {
float amount;
DamageType type;
} DamageInfo;
typedef void (*EntityDrawFunc)(EntityInterface *ent);
typedef bool (*EntityPredicate)(EntityInterface *ent);
2018-07-30 09:04:09 +02:00
typedef DamageResult (*EntityDamageFunc)(EntityInterface *target, const DamageInfo *damage);
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
typedef void (*EntityDrawHookCallback)(EntityInterface *ent, void *arg);
2019-01-10 00:56:33 +01:00
typedef void (*EntityAreaDamageCallback)(EntityInterface *ent, complex ent_origin, void *arg);
#define ENTITY_INTERFACE_BASE(typename) struct { \
2019-04-12 10:36:40 +02:00
LIST_INTERFACE(typename); \
EntityType type; \
EntityDrawFunc draw_func; \
2018-07-30 09:04:09 +02:00
EntityDamageFunc damage_func; \
drawlayer_t draw_layer; \
uint32_t spawn_id; \
uint index; \
}
#define ENTITY_INTERFACE(typename) union { \
EntityInterface entity_interface; \
ENTITY_INTERFACE_BASE(typename); \
}
#define ENTITY_INTERFACE_NAMED(typename, name) union { \
2019-04-12 10:36:40 +02:00
LIST_INTERFACE(typename); \
EntityInterface entity_interface; \
EntityInterface name; \
}
struct EntityInterface {
ENTITY_INTERFACE_BASE(EntityInterface);
};
static inline attr_must_inline const char* ent_type_name(EntityType type) {
switch(type) {
#define ENT_TYPE(typename, id) case id: return #id;
ENT_TYPES
#undef ENT_TYPE
default: return "ENT_INVALID";
}
}
#define ENT_TYPE_ID(typename) (_ENT_TYPEID_##typename)
#ifdef USE_GNU_EXTENSIONS
#define ENT_CAST(ent, typename) (__extension__ ({ \
__auto_type _ent = ent; \
static_assert(__builtin_types_compatible_p(EntityInterface, __typeof__(*(_ent))), \
"Expression is not an EntityInterface pointer"); \
static_assert(__builtin_types_compatible_p(EntityInterface, __typeof__(((typename){}).entity_interface)), \
#typename " doesn't implement EntityInterface"); \
static_assert(__builtin_offsetof(typename, entity_interface) == 0, \
"entity_interface has non-zero offset in " #typename); \
IF_DEBUG(if(_ent->type != _ENT_TYPEID_##typename) { \
log_fatal("Invalid entity cast from %s to " #typename, ent_type_name(_ent->type)); \
2019-01-26 15:22:02 +01:00
}); \
CASTPTR_ASSUME_ALIGNED(_ent, typename); \
}))
#else
#define ENT_CAST(ent, typename) CASTPTR_ASSUME_ALIGNED(ent, typename)
#endif
void ent_init(void);
void ent_shutdown(void);
2018-07-30 09:04:09 +02:00
void ent_register(EntityInterface *ent, EntityType type) attr_nonnull(1);
void ent_unregister(EntityInterface *ent) attr_nonnull(1);
void ent_draw(EntityPredicate predicate);
2018-07-30 09:04:09 +02:00
DamageResult ent_damage(EntityInterface *ent, const DamageInfo *damage) attr_nonnull(1, 2);
2019-01-10 00:56:33 +01:00
void ent_area_damage(complex origin, float radius, const DamageInfo *damage, EntityAreaDamageCallback callback, void *callback_arg) attr_nonnull(3);
2019-03-26 16:58:38 +01:00
void ent_area_damage_ellipse(Ellipse ellipse, const DamageInfo *damage, EntityAreaDamageCallback callback, void *callback_arg) attr_nonnull(2);
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
2019-01-04 23:59:39 +01:00
void ent_hook_pre_draw(EntityDrawHookCallback callback, void *arg);
void ent_unhook_pre_draw(EntityDrawHookCallback callback);
void ent_hook_post_draw(EntityDrawHookCallback callback, void *arg);
void ent_unhook_post_draw(EntityDrawHookCallback callback);
#endif // IGUARD_entity_h