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"
#include "menu/gameovermenu.h"
void init_player(Player* plr) {
memset(plr, 0, sizeof(Player));
plr->pos = VIEWPORT_W/2 + I*(VIEWPORT_H-20);
plr->lifes = PLR_START_LIVES;
plr->bombs = PLR_START_BOMBS;
plr->deathtime = -1;
plr->continues = 0;
}
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Animation *player_get_ani(Character cha) {
Animation *ani;
switch(cha) {
case Youmu:
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ani = get_ani("youmu");
break;
case Marisa:
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ani = get_ani("marisa");
break;
}
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return ani;
}
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void player_set_power(Player *plr, float npow) {
switch(plr->cha) {
case Youmu:
youmu_power(plr, npow);
break;
case Marisa:
marisa_power(plr, npow);
break;
}
plr->power = npow;
if(plr->power > PLR_MAXPOWER)
plr->power = PLR_MAXPOWER;
if(plr->power < 0)
plr->power = 0;
}
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void player_move(Player *plr, complex delta) {
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float speed = 0.01*VIEWPORT_W/((plr->focus > 0)+1);
if(plr->cha == Marisa && plr->shot == MarisaLaser && global.frames - plr->recovery < 0)
speed /= 5.0;
complex opos = plr->pos - VIEWPORT_W/2.0 - VIEWPORT_H/2.0*I;
complex npos = opos + delta*speed;
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Animation *ani = player_get_ani(plr->cha);
short xfac = fabs(creal(npos)) < fabs(creal(opos)) || fabs(creal(npos)) < VIEWPORT_W/2.0 - ani->w/2;
short yfac = fabs(cimag(npos)) < fabs(cimag(opos)) || fabs(cimag(npos)) < VIEWPORT_H/2.0 - ani->h/2;
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plr->pos += (creal(delta)*xfac + cimag(delta)*yfac*I)*speed;
}
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);
}
int clr_changed = 0;
if(global.frames - abs(plr->recovery) < 0 && (global.frames/8)&1) {
glColor4f(0.4,0.4,1,0.9);
clr_changed = 1;
}
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draw_animation_p(0, 0, !plr->moving, player_get_ani(plr->cha));
if(clr_changed)
glColor3f(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) {
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process_enemies(&plr->slaves);
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if(plr->deathtime < -1) {
plr->deathtime++;
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plr->pos -= 0.7I;
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return;
}
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if(plr->focus < 0 || (plr->focus > 0 && plr->focus < 30))
plr->focus++;
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switch(plr->cha) {
case Youmu:
youmu_shot(plr);
break;
case Marisa:
marisa_shot(plr);
break;
}
if(global.frames == plr->deathtime)
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player_realdeath(plr);
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if(global.frames - plr->recovery < 0) {
Enemy *en;
for(en = global.enemies; en; en = en->next)
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if(!en->unbombable)
en->hp -= 300;
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Projectile *p;
for(p = global.projs; p; p = p->next)
if(p->type >= FairyProj)
p->type = DeadProj;
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if(global.boss && global.boss->current) {
AttackType at = global.boss->current->type;
if(at != AT_Move && at != AT_SurvivalSpell)
global.boss->dmg += 30;
}
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}
}
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void player_bomb(Player *plr) {
if(global.frames - plr->recovery >= 0 && plr->bombs > 0) {
delete_projectiles(&global.projs);
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switch(plr->cha) {
case Marisa:
marisa_bomb(plr);
break;
case Youmu:
youmu_bomb(plr);
break;
}
plr->bombs--;
if(plr->deathtime > 0) {
plr->deathtime = -1;
plr->bombs /= 2;
}
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plr->recovery = global.frames + BOMB_RECOVERY;
}
}
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void player_realdeath(Player *plr) {
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plr->deathtime = -DEATH_DELAY-1;
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plr->moveflags = 0;
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create_item(plr->pos, 6-15*I, Power);
create_item(plr->pos, -6-15*I, Power);
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plr->pos = VIEWPORT_W/2 + VIEWPORT_H*I+30I;
plr->recovery = -(global.frames + DEATH_DELAY + 150);
if(plr->bombs < PLR_START_BOMBS)
plr->bombs = PLR_START_BOMBS;
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if(plr->lifes-- == 0 && global.replaymode != REPLAY_PLAY)
global.menu = create_gameover_menu();
}
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void player_death(Player *plr) {
if(plr->deathtime == -1 && global.frames - abs(plr->recovery) > 0) {
int i;
for(i = 0; i < 20; i++) {
tsrand_fill(2);
create_particle2c("flare", plr->pos, NULL, Shrink, timeout_linear, 40, (3+afrand(0)*7)*cexp(I*tsrand_a(1)));
}
create_particle2c("blast", plr->pos, rgb(1,0.5,0.3), GrowFade, timeout, 35, 2.4);
plr->deathtime = global.frames + DEATHBOMB_TIME;
}
}
void player_setmoveflag(Player* plr, int key, int mode) {
int flag = 0;
switch(key) {
case KEY_UP: flag = MOVEFLAG_UP; break;
case KEY_DOWN: flag = MOVEFLAG_DOWN; break;
case KEY_LEFT: flag = MOVEFLAG_LEFT; break;
case KEY_RIGHT: flag = MOVEFLAG_RIGHT; break;
}
if(!flag)
return;
if(mode)
plr->moveflags |= flag;
else
plr->moveflags &= ~flag;
}
void player_event(Player* plr, int type, int key) {
switch(type) {
case EV_PRESS:
switch(key) {
case KEY_FOCUS:
plr->focus = 1;
break;
case KEY_SHOT:
plr->fire = True;
break;
case KEY_BOMB:
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player_bomb(plr);
break;
default:
player_setmoveflag(plr, key, True);
break;
}
break;
case EV_RELEASE:
switch(key) {
case KEY_FOCUS:
plr->focus = -30; // that's for the transparency timer
break;
case KEY_SHOT:
plr->fire = False;
break;
default:
player_setmoveflag(plr, key, False);
break;
}
break;
}
}
void player_applymovement(Player* plr) {
if(plr->deathtime < -1)
return;
plr->moving = False;
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int up = plr->moveflags & MOVEFLAG_UP,
down = plr->moveflags & MOVEFLAG_DOWN,
left = plr->moveflags & MOVEFLAG_LEFT,
right = plr->moveflags & MOVEFLAG_RIGHT;
if(left && !right) {
plr->moving = True;
plr->dir = 1;
} else if(right && !left) {
plr->moving = True;
plr->dir = 0;
}
complex direction = 0;
if(up) direction -= 1I;
if(down) direction += 1I;
if(left) direction -= 1;
if(right) direction += 1;
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if(cabs(direction))
direction /= cabs(direction);
if(direction)
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player_move(&global.plr, direction);
// workaround
if(global.replaymode == REPLAY_RECORD) {
Uint8 *keys = SDL_GetKeyState(NULL);
if(!keys[tconfig.intval[KEY_SHOT]] && plr->fire) {
player_event(plr, EV_RELEASE, KEY_SHOT);
replay_event(&global.replay, EV_RELEASE, KEY_SHOT);
}
if(!keys[tconfig.intval[KEY_FOCUS]] && plr->focus > 0) {
player_event(plr, EV_RELEASE, KEY_FOCUS);
replay_event(&global.replay, EV_RELEASE, KEY_FOCUS);
}
}
}