taisei/src/player.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 "player.h"
#include "projectile.h"
#include "global.h"
#include "plrmodes.h"
#include "stage.h"
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#include "stagetext.h"
void player_init(Player *plr) {
memset(plr, 0, sizeof(Player));
plr->pos = VIEWPORT_W/2 + I*(VIEWPORT_H-64);
plr->lives = PLR_START_LIVES;
plr->bombs = PLR_START_BOMBS;
plr->deathtime = -1;
plr->mode = plrmode_find(0, 0);
}
void player_stage_pre_init(Player *plr) {
plr->recovery = 0;
plr->respawntime = 0;
plr->deathtime = -1;
plr->graze = 0;
plr->axis_lr = 0;
plr->axis_ud = 0;
plrmode_preload(plr->mode);
}
void player_stage_post_init(Player *plr) {
// TODO: remove handle_fullpower from player_set_power and get rid of this hack
short power = global.plr.power;
global.plr.power = -1;
delete_enemies(&global.plr.slaves);
player_set_power(&global.plr, power, false);
assert(plr->mode != NULL);
aniplayer_create(&plr->ani, get_ani(plr->mode->character->player_sprite_name));
// ensure the essential callbacks are there. other code tests only for the optional ones
assert(plr->mode->procs.shot != NULL);
assert(plr->mode->procs.bomb != NULL);
}
static void player_full_power(Player *plr) {
play_sound("full_power");
stage_clear_hazards(false);
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stagetext_add("Full Power!", VIEWPORT_W * 0.5 + VIEWPORT_H * 0.33 * I, AL_Center, _fonts.mainmenu, rgb(1, 1, 1), 0, 60, 20, 20);
}
bool player_set_power(Player *plr, short npow, bool handle_fullpower) {
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npow = clamp(npow, 0, PLR_MAX_POWER);
if(plr->mode->procs.power) {
plr->mode->procs.power(plr, npow);
}
int oldpow = plr->power;
plr->power = npow;
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if(plr->power == PLR_MAX_POWER && oldpow < PLR_MAX_POWER && handle_fullpower) {
player_full_power(plr);
}
return oldpow != plr->power;
}
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void player_move(Player *plr, complex delta) {
float speed = 0.01*VIEWPORT_W;
if(plr->inputflags & INFLAG_FOCUS) {
speed /= 2.0;
}
if(plr->mode->procs.speed_mod) {
speed = plr->mode->procs.speed_mod(plr, speed);
}
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complex opos = plr->pos - VIEWPORT_W/2.0 - VIEWPORT_H/2.0*I;
complex npos = opos + delta*speed;
Animation *ani = plr->ani.ani;
bool xfac = fabs(creal(npos)) < fabs(creal(opos)) || fabs(creal(npos)) < VIEWPORT_W/2.0 - ani->w/2;
bool yfac = fabs(cimag(npos)) < fabs(cimag(opos)) || fabs(cimag(npos)) < VIEWPORT_H/2.0 - ani->h/2;
complex lastpos = plr->pos;
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plr->pos += (creal(delta)*xfac + cimag(delta)*yfac*I)*speed;
complex realdir = plr->pos - lastpos;
if(cabs(realdir)) {
plr->lastmovedir = realdir / cabs(realdir);
}
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}
void player_draw(Player* plr) {
// FIXME: death animation?
if(plr->deathtime > global.frames)
return;
draw_enemies(plr->slaves);
glPushMatrix();
glTranslatef(creal(plr->pos), cimag(plr->pos), 0);
if(plr->focus) {
glPushMatrix();
glRotatef(global.frames*10, 0, 0, 1);
glScalef(1, 1, 1);
glColor4f(1, 1, 1, 0.2 * (clamp(plr->focus, 0, 15) / 15.0));
draw_texture(0, 0, "fairy_circle");
glColor4f(1,1,1,1);
glPopMatrix();
}
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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aniplayer_play(&plr->ani,0,0);
if(clr_changed)
glColor3f(1,1,1);
if(plr->focus) {
glPushMatrix();
glColor4f(1, 1, 1, plr->focus / 30.0);
glRotatef(global.frames, 0, 0, -1);
draw_texture(0, 0, "focus");
glColor4f(1, 1, 1, 1);
glPopMatrix();
}
glPopMatrix();
}
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static void player_fail_spell(Player *plr) {
if( !global.boss ||
!global.boss->current ||
global.boss->current->finished ||
global.boss->current->failtime ||
global.boss->current->starttime >= global.frames ||
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global.stage->type == STAGE_SPELL
) {
return;
}
global.boss->current->failtime = global.frames;
if(global.boss->current->type == AT_ExtraSpell) {
boss_finish_current_attack(global.boss);
}
}
bool player_should_shoot(Player *plr, bool extra) {
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return (plr->inputflags & INFLAG_SHOT) && !global.dialog &&
(!extra || (global.frames - plr->recovery >= 0 && plr->deathtime >= -1));
}
void player_logic(Player* plr) {
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process_enemies(&plr->slaves);
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aniplayer_update(&plr->ani);
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if(plr->deathtime < -1) {
plr->deathtime++;
plr->pos -= I;
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return;
}
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plr->focus = approach(plr->focus, (plr->inputflags & INFLAG_FOCUS) ? 30 : 0, 1);
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if(plr->mode->procs.think) {
plr->mode->procs.think(plr);
}
if(player_should_shoot(plr, false)) {
plr->mode->procs.shot(plr);
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}
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->hp > ENEMY_IMMUNE)
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en->hp -= 300;
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if(global.boss) {
boss_damage(global.boss, 30);
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}
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stage_clear_hazards(false);
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player_fail_spell(plr);
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}
}
bool player_bomb(Player *plr) {
if(global.boss && global.boss->current && global.boss->current->type == AT_ExtraSpell)
return false;
if(global.frames - plr->recovery >= 0 && (plr->bombs > 0 || plr->iddqd) && global.frames - plr->respawntime >= 60) {
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player_fail_spell(plr);
stage_clear_hazards(false);
plr->mode->procs.bomb(plr);
plr->bombs--;
if(plr->deathtime > 0) {
plr->deathtime = -1;
if(plr->bombs)
plr->bombs--;
}
if(plr->bombs < 0) {
plr->bombs = 0;
}
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plr->recovery = global.frames + BOMB_RECOVERY;
return true;
}
return false;
}
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void player_realdeath(Player *plr) {
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plr->deathtime = -DEATH_DELAY-1;
plr->respawntime = global.frames;
plr->inputflags &= ~INFLAGS_MOVE;
complex death_origin = plr->pos;
plr->pos = VIEWPORT_W/2 + VIEWPORT_H*I+30.0*I;
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plr->recovery = -(global.frames + DEATH_DELAY + 150);
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stage_clear_hazards(false);
if(plr->iddqd)
return;
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player_fail_spell(plr);
if(global.stage->type != STAGE_SPELL && global.boss && global.boss->current && global.boss->current->type == AT_ExtraSpell) {
// deaths in extra spells "don't count"
return;
}
int drop = max(2, (plr->power * 0.15) / POWER_VALUE);
spawn_items(death_origin, Power, drop, NULL);
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player_set_power(plr, plr->power * 0.7,true);
plr->bombs = PLR_START_BOMBS;
plr->bomb_fragments = 0;
if(plr->lives-- == 0 && global.replaymode != REPLAY_PLAY) {
stage_gameover();
if(plr->lives > 0) {
// game continued
spawn_items(death_origin, Power, (int)ceil(PLR_MAX_POWER/(double)POWER_VALUE), NULL);
}
}
}
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void player_death(Player *plr) {
if(plr->deathtime == -1 && global.frames - abs(plr->recovery) > 0) {
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play_sound("death");
int i;
for(i = 0; i < 20; i++) {
tsrand_fill(2);
create_particle2c("flare", plr->pos, 0, Shrink, timeout_linear, 40, (3+afrand(0)*7)*cexp(I*tsrand_a(1)))->type=PlrProj;
}
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create_particle2c("blast", plr->pos, rgba(1,0.3,0.3,0.5), GrowFadeAdd, timeout, 35, 2.4)->type=PlrProj;
plr->deathtime = global.frames + DEATHBOMB_TIME;
}
}
static PlrInputFlag key_to_inflag(KeyIndex key) {
switch(key) {
case KEY_UP: return INFLAG_UP; break;
case KEY_DOWN: return INFLAG_DOWN; break;
case KEY_LEFT: return INFLAG_LEFT; break;
case KEY_RIGHT: return INFLAG_RIGHT; break;
case KEY_FOCUS: return INFLAG_FOCUS; break;
case KEY_SHOT: return INFLAG_SHOT; break;
case KEY_SKIP: return INFLAG_SKIP; break;
default: return 0;
}
}
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bool player_updateinputflags(Player *plr, PlrInputFlag flags) {
if(flags == plr->inputflags) {
return false;
}
plr->inputflags = flags;
return true;
}
bool player_updateinputflags_moveonly(Player *plr, PlrInputFlag flags) {
return player_updateinputflags(plr, (flags & INFLAGS_MOVE) | (plr->inputflags & ~INFLAGS_MOVE));
}
bool player_setinputflag(Player *plr, KeyIndex key, bool mode) {
PlrInputFlag newflags = plr->inputflags;
PlrInputFlag keyflag = key_to_inflag(key);
if(!keyflag) {
return false;
}
if(mode) {
newflags |= keyflag;
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} else {
newflags &= ~keyflag;
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}
return player_updateinputflags(plr, newflags);
}
static bool player_set_axis(int *aptr, uint16_t value) {
int16_t new = (int16_t)value;
if(*aptr == new) {
return false;
}
*aptr = new;
return true;
}
bool player_event(Player *plr, uint8_t type, uint16_t value) {
bool useful = true;
switch(type) {
case EV_PRESS:
if(global.dialog && (value == KEY_SHOT || value == KEY_BOMB)) {
page_dialog(&global.dialog);
break;
}
switch(value) {
case KEY_BOMB:
useful = player_bomb(plr);
break;
case KEY_IDDQD:
plr->iddqd = !plr->iddqd;
break;
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case KEY_POWERUP:
useful = player_set_power(plr, plr->power + 100, true);
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break;
case KEY_POWERDOWN:
useful = player_set_power(plr, plr->power - 100, true);
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break;
default:
useful = player_setinputflag(plr, value, true);
break;
}
break;
case EV_RELEASE:
player_setinputflag(plr, value, false);
break;
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case EV_AXIS_LR:
useful = player_set_axis(&plr->axis_lr, value);
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break;
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case EV_AXIS_UD:
useful = player_set_axis(&plr->axis_ud, value);
break;
case EV_INFLAGS:
useful = player_updateinputflags(plr, value);
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break;
default:
log_warn("Can not handle event: [%i:%02x:%04x]", global.frames, type, value);
useful = false;
break;
}
return useful;
}
bool player_event_with_replay(Player *plr, uint8_t type, uint16_t value) {
assert(global.replaymode == REPLAY_RECORD);
if(player_event(plr, type, value)) {
replay_stage_event(global.replay_stage, global.frames, type, value);
return true;
} else {
log_debug("Useless event discarded: [%i:%02x:%04x]", global.frames, type, value);
}
return false;
}
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// free-axis movement
bool player_applymovement_gamepad(Player *plr) {
if(!plr->axis_lr && !plr->axis_ud) {
if(plr->gamepadmove) {
plr->gamepadmove = false;
plr->inputflags &= ~INFLAGS_MOVE;
}
return false;
}
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complex direction = (plr->axis_lr + plr->axis_ud*I) / (double)GAMEPAD_AXIS_MAX;
if(cabs(direction) > 1)
direction /= cabs(direction);
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int sr = sign(creal(direction));
int si = sign(cimag(direction));
player_updateinputflags_moveonly(plr,
(INFLAG_UP * (si == -1)) |
(INFLAG_DOWN * (si == 1)) |
(INFLAG_LEFT * (sr == -1)) |
(INFLAG_RIGHT * (sr == 1))
);
if(direction) {
plr->gamepadmove = true;
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player_move(&global.plr, direction);
}
return true;
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}
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static void player_ani_moving(Player *plr, bool moving, bool dir) {
plr->ani.stdrow = !moving;
plr->ani.mirrored = dir;
}
void player_applymovement(Player *plr) {
if(plr->deathtime < -1)
return;
bool gamepad = player_applymovement_gamepad(plr);
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player_ani_moving(plr,false,false);
int up = plr->inputflags & INFLAG_UP,
down = plr->inputflags & INFLAG_DOWN,
left = plr->inputflags & INFLAG_LEFT,
right = plr->inputflags & INFLAG_RIGHT;
if(left && !right) {
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player_ani_moving(plr,true,true);
} else if(right && !left) {
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player_ani_moving(plr,true,false);
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}
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if(gamepad)
return;
complex direction = 0;
if(up) direction -= 1.0*I;
if(down) direction += 1.0*I;
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);
}
void player_fix_input(Player *plr) {
// correct input state to account for any events we might have missed,
// usually because the pause menu ate them up
PlrInputFlag newflags = plr->inputflags;
for(KeyIndex key = KEYIDX_FIRST; key <= KEYIDX_LAST; ++key) {
int flag = key_to_inflag(key);
if(flag && !(plr->gamepadmove && (flag & INFLAGS_MOVE))) {
bool flagset = plr->inputflags & flag;
bool keyheld = gamekeypressed(key);
if(flagset && !keyheld) {
newflags &= ~flag;
} else if(!flagset && keyheld) {
newflags |= flag;
}
}
}
if(newflags != plr->inputflags) {
player_event_with_replay(plr, EV_INFLAGS, newflags);
}
if(config_get_int(CONFIG_GAMEPAD_AXIS_FREE)) {
int axis_lr = gamepad_get_player_axis_value(PLRAXIS_LR);
int axis_ud = gamepad_get_player_axis_value(PLRAXIS_UD);
if(plr->axis_lr != axis_lr) {
player_event_with_replay(plr, EV_AXIS_LR, axis_lr);
}
if(plr->axis_ud != axis_ud) {
player_event_with_replay(plr, EV_AXIS_UD, axis_ud);
}
}
}
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void player_graze(Player *plr, complex pos, int pts) {
plr->graze++;
player_add_points(&global.plr, pts);
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play_sound("graze");
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int i = 0; for(i = 0; i < 5; ++i) {
tsrand_fill(3);
create_particle2c("flare", pos, 0, Shrink, timeout_linear, 5 + 5 * afrand(2), (1+afrand(0)*5)*cexp(I*tsrand_a(1)))->type=PlrProj;
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}
}
static void player_add_fragments(Player *plr, int frags, int *pwhole, int *pfrags, int maxfrags, int maxwhole, const char *fragsnd, const char *upsnd) {
if(*pwhole >= maxwhole) {
return;
}
*pfrags += frags;
int up = *pfrags / maxfrags;
*pwhole += up;
*pfrags %= maxfrags;
if(up) {
play_sound(upsnd);
}
if(frags) {
// FIXME: when we have the extra life/bomb sounds,
// don't play this if upsnd was just played.
play_sound(fragsnd);
}
if(*pwhole > maxwhole) {
*pwhole = maxwhole;
}
}
void player_add_life_fragments(Player *plr, int frags) {
player_add_fragments(plr, frags, &plr->lives, &plr->life_fragments, PLR_MAX_LIFE_FRAGMENTS, PLR_MAX_LIVES,
"item_generic", // FIXME: replacement needed
"extra_life"
);
}
void player_add_bomb_fragments(Player *plr, int frags) {
player_add_fragments(plr, frags, &plr->bombs, &plr->bomb_fragments, PLR_MAX_BOMB_FRAGMENTS, PLR_MAX_BOMBS,
"item_generic", // FIXME: replacement needed
"extra_bomb"
);
}
void player_add_lives(Player *plr, int lives) {
player_add_life_fragments(plr, PLR_MAX_LIFE_FRAGMENTS);
}
void player_add_bombs(Player *plr, int bombs) {
player_add_bomb_fragments(plr, PLR_MAX_BOMB_FRAGMENTS);
}
static void try_spawn_bonus_item(Player *plr, ItemType type, unsigned int oldpoints, unsigned int reqpoints) {
int items = plr->points / reqpoints - oldpoints / reqpoints;
if(items > 0) {
complex p = creal(plr->pos);
create_item(p, -5*I, type);
spawn_items(p, type, --items, NULL);
}
}
void player_add_points(Player *plr, unsigned int points) {
unsigned int old = plr->points;
plr->points += points;
if(global.stage->type != STAGE_SPELL) {
try_spawn_bonus_item(plr, LifeFrag, old, PLR_SCORE_PER_LIFE_FRAG);
try_spawn_bonus_item(plr, BombFrag, old, PLR_SCORE_PER_BOMB_FRAG);
}
}
void player_preload(void) {
const int flags = RESF_DEFAULT;
preload_resources(RES_TEXTURE, flags,
"focus",
"fairy_circle",
NULL);
preload_resources(RES_SFX, flags | RESF_OPTIONAL,
"graze",
"death",
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"generic_shot",
"full_power",
"extra_life",
"extra_bomb",
NULL);
}