taisei/src/player.c
2024-10-04 16:27:28 +02:00

1760 lines
44 KiB
C

/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
* Copyright (c) 2011-2024, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
*/
#include "player.h"
#include "audio/audio.h"
#include "entity.h"
#include "gamepad.h"
#include "global.h"
#include "plrmodes.h"
#include "projectile.h"
#include "replay/stage.h"
#include "replay/struct.h"
#include "stage.h"
#include "stagedraw.h"
#include "stagetext.h"
#include "stats.h"
#include "util/glm.h"
#include "util/graphics.h"
DEFINE_ENTITY_TYPE(PlayerIndicators, {
Player *plr;
struct {
Sprite *focus;
} sprites;
float focus_alpha;
int focus_time;
});
void player_init(Player *plr) {
memset(plr, 0, sizeof(Player));
plr->pos = PLR_SPAWN_POS;
plr->lives = PLR_START_LIVES;
plr->bombs = PLR_START_BOMBS;
plr->point_item_value = PLR_START_PIV;
plr->power_stored = 100;
plr->deathtime = -1;
plr->continuetime = -1;
plr->bomb_triggertime = -1;
plr->bomb_endtime = 0;
plr->mode = plrmode_find(0, 0);
}
void player_stage_pre_init(Player *plr) {
plr->recoverytime = 0;
plr->respawntime = 0;
plr->bomb_triggertime = -1;
plr->bomb_endtime = 0;
plr->deathtime = -1;
plr->axis_lr = 0;
plr->axis_ud = 0;
}
double player_property(Player *plr, PlrProperty prop) {
return plr->mode->procs.property(plr, prop);
}
static void ent_draw_player(EntityInterface *ent);
static DamageResult ent_damage_player(EntityInterface *ent, const DamageInfo *dmg);
DECLARE_TASK(player_logic, { BoxedPlayer plr; });
DECLARE_TASK(player_indicators, { BoxedPlayer plr; });
void player_stage_post_init(Player *plr) {
assert(plr->mode != NULL);
// ensure the essential callbacks are there. other code tests only for the optional ones
assert(plr->mode->procs.property != NULL);
assert(plr->mode->character != NULL);
assert(plr->mode->dialog != NULL);
plrchar_render_bomb_portrait(plr->mode->character, &plr->bomb_portrait);
aniplayer_create(&plr->ani, plrchar_player_anim(plr->mode->character), "main");
plr->ent.draw_layer = LAYER_PLAYER;
plr->ent.draw_func = ent_draw_player;
plr->ent.damage_func = ent_damage_player;
ent_register(&plr->ent, ENT_TYPE_ID(Player));
COEVENT_INIT_ARRAY(plr->events);
INVOKE_TASK_DELAYED(1, player_logic, ENT_BOX(plr));
INVOKE_TASK_DELAYED(1, player_indicators, ENT_BOX(plr));
if(plr->mode->procs.init != NULL) {
plr->mode->procs.init(plr);
}
plr->extralife_threshold = player_next_extralife_threshold(plr->extralives_given);
while(plr->points >= plr->extralife_threshold) {
plr->extralife_threshold = player_next_extralife_threshold(++plr->extralives_given);
}
}
void player_free(Player *plr) {
COEVENT_CANCEL_ARRAY(plr->events);
r_texture_destroy(plr->bomb_portrait.tex);
aniplayer_free(&plr->ani);
ent_unregister(&plr->ent);
}
static void player_full_power(Player *plr) {
stage_clear_hazards(CLEAR_HAZARDS_ALL);
stagetext_add("Full Power!", VIEWPORT_W * 0.5 + VIEWPORT_H * 0.33 * I, ALIGN_CENTER, res_font("big"), RGB(1, 1, 1), 0, 60, 20, 20);
}
static int player_track_effective_power_change(Player *plr) {
int old_effective = plr->_prev_effective_power;
int new_effective = player_get_effective_power(plr);
if(old_effective != new_effective) {
plr->_prev_effective_power = new_effective;
coevent_signal(&plr->events.effective_power_changed);
}
return new_effective;
}
bool player_set_power(Player *plr, short npow) {
int old_stored = plr->power_stored;
int new_stored = clamp(npow, 0, PLR_MAX_POWER_STORED);
plr->power_stored = new_stored;
if(old_stored / 100 < new_stored / 100) {
play_sfx("powerup");
}
bool change = old_stored != new_stored;
if(change) {
if(new_stored >= PLR_MAX_POWER_EFFECTIVE && old_stored < PLR_MAX_POWER_EFFECTIVE) {
player_full_power(plr);
}
coevent_signal(&plr->events.stored_power_changed);
}
player_track_effective_power_change(plr);
return change;
}
bool player_add_power(Player *plr, short pdelta) {
return player_set_power(plr, plr->power_stored + pdelta);
}
int player_get_effective_power(Player *plr) {
int p;
if(player_is_powersurge_active(plr)) {
p = plr->powersurge.player_power;
} else {
p = plr->power_stored;
}
return clamp(p, 0, PLR_MAX_POWER_EFFECTIVE);
}
void player_move(Player *plr, cmplx delta) {
delta *= player_property(plr, PLR_PROP_SPEED);
plr->uncapped_velocity = delta;
cmplx lastpos = plr->pos;
cmplx ofs = CMPLX(PLR_MIN_BORDER_DIST, PLR_MIN_BORDER_DIST);
cmplx vp = CMPLX(VIEWPORT_W, VIEWPORT_H);
plr->pos = cwclamp(lastpos + delta, ofs, vp - ofs);
plr->velocity = plr->pos - lastpos;
}
void player_draw_overlay(Player *plr) {
float a = 1 - plr->bomb_cutin_alpha;
if(a <= 0 || a >= 1) {
return;
}
r_state_push();
r_shader("sprite_default");
float char_in = clamp(a * 1.5f, 0, 1);
float char_out = min(1, 2 - (2 * a));
float char_opacity_in = 0.75 * min(1, a * 5);
float char_opacity = char_opacity_in * char_out * char_out;
float char_xofs = -20 * a;
Sprite *char_spr = &plr->bomb_portrait;
for(int i = 1; i <= 3; ++i) {
float t = a * 200;
float dur = 20;
float start = 200 - dur * 5;
float end = start + dur;
float ofs = 0.2 * dur * (i - 1);
float o = 1 - smoothstep(start + ofs, end + ofs, t);
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = char_spr,
.pos = { char_spr->w * 0.5 + VIEWPORT_W * powf(1 - char_in, 4 - i * 0.3f) - i + char_xofs, VIEWPORT_H - char_spr->h * 0.5f },
.color = color_mul_scalar(color_add(RGBA(0.2, 0.2, 0.2, 0), RGBA(i==1, i==2, i==3, 0)), char_opacity_in * (1 - char_in * o) * o),
.flip.x = true,
.scale.both = 1.0f + 0.02f * (min(1, a * 1.2f)) + i * 0.5 * powf(1 - o, 2),
});
}
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = char_spr,
.pos = { char_spr->w * 0.5f + VIEWPORT_W * powf(1 - char_in, 4) + char_xofs, VIEWPORT_H - char_spr->h * 0.5f },
.color = RGBA_MUL_ALPHA(1, 1, 1, char_opacity * min(1, char_in * 2) * (1 - min(1, (1 - char_out) * 5))),
.flip.x = true,
.scale.both = 1.0 + 0.1 * (1 - char_out),
});
float spell_in = min(1, a * 3.0);
float spell_out = min(1, 3 - (3 * a));
float spell_opacity = min(1, a * 5) * spell_out * spell_out;
float spell_x = 128 * (1 - powf(1 - spell_in, 5)) + (VIEWPORT_W + 256) * powf(1 - spell_in, 3);
float spell_y = VIEWPORT_H - 128 * sqrtf(a);
Sprite *spell_spr = res_sprite("spell");
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = spell_spr,
.pos = { spell_x, spell_y },
.color = color_mul_scalar(RGBA(1, 1, 1, spell_in * 0.5), spell_opacity),
.scale.both = 3 - 2 * (1 - pow(1 - spell_in, 3)) + 2 * (1 - spell_out),
});
Font *font = res_font("standard");
r_mat_mv_push();
r_mat_mv_translate(spell_x - spell_spr->w * 0.5 + 10, spell_y + 5 - font_get_metrics(font)->descent, 0);
TextParams tp = {
// .pos = { spell_x - spell_spr->w * 0.5 + 10, spell_y + 5 - font_get_metrics(font)->descent },
.shader = "text_hud",
.font_ptr = font,
.color = color_mul_scalar(RGBA(1, 1, 1, spell_in), spell_opacity),
};
r_mat_mv_push();
r_mat_mv_scale(2 - 1 * spell_opacity, 2 - 1 * spell_opacity, 1);
text_draw(plr->mode->spellcard_name, &tp);
r_mat_mv_pop();
r_mat_mv_pop();
r_state_pop();
}
static void ent_draw_player(EntityInterface *ent) {
Player *plr = ENT_CAST(ent, Player);
if(plr->deathtime >= global.frames) {
return;
}
ShaderCustomParams shader_params = { 1.0f };
ShaderProgram *shader = res_shader("sprite_particle");
if(plr->focus_circle_alpha) {
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = res_sprite("fairy_circle"),
.shader_ptr = shader,
.shader_params = &shader_params,
.rotation.angle = DEG2RAD * global.frames * 10,
.color = RGBA_MUL_ALPHA(1, 1, 1, 0.2 * plr->focus_circle_alpha),
.pos = { re(plr->pos), im(plr->pos) },
});
}
Color c;
if(!player_is_vulnerable(plr)) {
float f = 0.3*sin(0.1*global.frames);
c = *RGBA_MUL_ALPHA(1.0+f, 1.0, 1.0-f, 0.7+f);
} else {
c = *RGBA_MUL_ALPHA(1.0, 1.0, 1.0, 1.0);
}
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = aniplayer_get_frame(&plr->ani),
.shader_ptr = shader,
.shader_params = &shader_params,
.pos.as_cmplx = plr->pos,
.color = &c,
});
}
static void player_draw_indicators(EntityInterface *ent) {
PlayerIndicators *indicators = ENT_CAST(ent, PlayerIndicators);
Player *plr = indicators->plr;
float focus_opacity = indicators->focus_alpha;
int t = global.frames - indicators->focus_time;
cmplxf pos = plr->pos;
if(focus_opacity > 0) {
float trans_frames = 12;
float trans_factor = 1.0f - min(trans_frames, t) / trans_frames;
float rot_speed = DEG2RAD * global.frames * (1.0f + 3.0f * trans_factor);
float scale = 1.0f + trans_factor;
SpriteParams sp = {
.sprite_ptr = indicators->sprites.focus,
.rotation.angle = rot_speed,
.color = RGBA_MUL_ALPHA(1, 1, 1, focus_opacity),
.pos.as_cmplx = pos,
.scale.both = scale,
};
r_draw_sprite(&sp);
sp.rotation.angle *= -1;
r_draw_sprite(&sp);
}
float ps_opacity = 1.0;
float ps_fill_factor = 1.0;
if(player_is_powersurge_active(plr)) {
ps_opacity *= clamp((global.frames - plr->powersurge.time.activated) / 30.0, 0, 1);
} else if(plr->powersurge.time.expired == 0) {
ps_opacity = 0;
} else {
ps_opacity *= (1 - clamp((global.frames - plr->powersurge.time.expired) / 40.0, 0, 1));
ps_fill_factor = pow(ps_opacity, 2);
}
if(ps_opacity > 0) {
r_state_push();
r_mat_mv_push();
r_mat_mv_translate(re(pos), im(pos), 0);
r_mat_mv_scale(140, 140, 0);
r_shader("healthbar_radial");
r_uniform_vec4_rgba("borderColor", RGBA(0.5, 0.5, 0.5, 0.5));
r_uniform_vec4_rgba("glowColor", RGBA(0.5, 0.5, 0.5, 0.75));
r_uniform_vec4_rgba("fillColor", RGBA(1.5, 0.5, 0.0, 0.75));
r_uniform_vec4_rgba("altFillColor", RGBA(0.0, 0.5, 1.5, 0.75));
r_uniform_vec4_rgba("coreFillColor", RGBA(0.8, 0.8, 0.8, 0.25));
r_uniform_vec2("fill", plr->powersurge.positive * ps_fill_factor, plr->powersurge.negative * ps_fill_factor);
r_uniform_float("opacity", ps_opacity);
r_draw_quad();
r_mat_mv_pop();
r_state_pop();
char buf[64];
format_huge_num(0, plr->powersurge.bonus.baseline, sizeof(buf), buf);
Font *fnt = res_font("monotiny");
float x = re(pos);
float y = im(pos) + 80;
float text_opacity = ps_opacity * 0.75;
x += text_draw(buf, &(TextParams) {
.shader = "text_hud",
.font_ptr = fnt,
.pos = { x, y },
.color = RGBA_MUL_ALPHA(1.0, 1.0, 1.0, text_opacity),
.align = ALIGN_CENTER,
});
snprintf(buf, sizeof(buf), " +%u", plr->powersurge.bonus.gain_rate);
text_draw(buf, &(TextParams) {
.shader = "text_hud",
.font_ptr = fnt,
.pos = { x, y },
.color = RGBA_MUL_ALPHA(0.3, 0.6, 1.0, text_opacity),
.align = ALIGN_LEFT,
});
r_shader("sprite_filled_circle");
r_uniform_vec4("color_inner", 0, 0, 0, 0);
r_uniform_vec4("color_outer", 0, 0, 0.1 * ps_opacity, 0.1 * ps_opacity);
}
}
DEFINE_TASK(player_indicators) {
PlayerIndicators *indicators = TASK_HOST_ENT(PlayerIndicators);
indicators->plr = TASK_BIND(ARGS.plr);
indicators->ent.draw_layer = LAYER_PLAYER_FOCUS;
indicators->ent.draw_func = player_draw_indicators;
indicators->sprites.focus = res_sprite("focus");
Player *plr = indicators->plr;
bool was_focused = false;
bool is_focused = false;
for(;;) {
is_focused = (plr->inputflags & INFLAG_FOCUS) && player_is_alive(plr);
if(is_focused && !was_focused) {
indicators->focus_time = global.frames;
indicators->focus_alpha = min(indicators->focus_alpha, 0.1f);
}
was_focused = is_focused;
fapproach_p(&indicators->focus_alpha, is_focused, 1.0f/30.0f);
YIELD;
}
}
static void player_fail_spell(Player *plr) {
Boss *boss = global.boss;
if(!boss || global.stage->type == STAGE_SPELL) {
return;
}
Attack *atk = boss->current;
if(!atk || !attack_is_active(atk) || attack_was_failed(atk)) {
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) {
return
(plr->inputflags & INFLAG_SHOT) &&
!dialog_is_active(global.dialog) &&
player_is_alive(&global.plr);
}
void player_placeholder_bomb_logic(Player *plr) {
if(!player_is_bomb_active(plr)) {
return;
}
DamageInfo dmg;
dmg.amount = 100;
dmg.type = DMG_PLAYER_BOMB;
for(Enemy *en = global.enemies.first; en; en = en->next) {
ent_damage(&en->ent, &dmg);
}
if(global.boss) {
ent_damage(&global.boss->ent, &dmg);
}
stage_clear_hazards(CLEAR_HAZARDS_ALL);
}
static void player_powersurge_expired(Player *plr);
static void _powersurge_trail_draw(Projectile *p, float t, float cmul) {
float nt = t / p->timeout;
float s = 1 + (2 + 0.5 * psin((t+global.frames*1.23)/5.0)) * nt * nt;
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = p->sprite,
.scale.both = s,
.pos = { re(p->pos), im(p->pos) },
.color = color_mul_scalar(RGBA(0.8, 0.1 + 0.2 * psin((t+global.frames)/5.0), 0.1, 0.0), 0.5 * (1 - nt) * cmul),
.shader_params = &(ShaderCustomParams){{ -2 * nt * nt }},
.shader_ptr = p->shader,
});
}
static void powersurge_trail_draw(Projectile *p, int t, ProjDrawRuleArgs args) {
if(t > 0) {
_powersurge_trail_draw(p, t - 0.5, 0.25);
_powersurge_trail_draw(p, t, 0.25);
} else {
_powersurge_trail_draw(p, t, 0.5);
}
}
TASK(powersurge_player_particles, { BoxedPlayer plr; }) {
Player *plr = TASK_BIND(ARGS.plr);
DECLARE_ENT_ARRAY(Projectile, trails, 32);
DECLARE_ENT_ARRAY(Projectile, fields, 4);
ShaderProgram *trail_shader = res_shader("sprite_silhouette");
Sprite *field_sprite = res_sprite("part/powersurge_field");
for(int t = 0; player_is_powersurge_active(plr); ++t, YIELD) {
ENT_ARRAY_COMPACT(&trails);
ENT_ARRAY_ADD(&trails, PARTICLE(
.sprite_ptr = aniplayer_get_frame(&plr->ani),
.shader_ptr = trail_shader,
.pos = plr->pos,
.color = RGBA(1, 1, 1, 0.5),
.draw_rule = powersurge_trail_draw,
.move = move_towards(0, plr->pos, 0),
.timeout = 15,
.layer = LAYER_PARTICLE_HIGH,
.flags = PFLAG_NOREFLECT | PFLAG_MANUALANGLE,
));
if(t % 6 == 0 && plr->powersurge.bonus.discharge_range > 0) {
real scale = 2 * plr->powersurge.bonus.discharge_range / field_sprite->w;
real angle = rng_angle();
Color *color = color_mul_scalar(rng_bool() ? RGBA(1.5, 0.5, 0.0, 0.1) : RGBA(0.0, 0.5, 1.5, 0.1), 0.25);
ENT_ARRAY_COMPACT(&fields);
ENT_ARRAY_ADD(&fields, PARTICLE(
.sprite_ptr = field_sprite,
.pos = plr->pos,
.color = color,
.draw_rule = pdraw_timeout_fade(1, 0),
.timeout = 14,
.angle = angle,
.layer = LAYER_PLAYER - 1,
.flags = PFLAG_NOREFLECT | PFLAG_NOMOVE | PFLAG_REQUIREDPARTICLE,
.scale = scale,
));
ENT_ARRAY_ADD(&fields, PARTICLE(
.sprite_ptr = field_sprite,
.pos = plr->pos,
.color = RGBA(0.5, 0.5, 0.5, 0),
.draw_rule = pdraw_timeout_fade(1, 0),
.timeout = 3,
.angle = angle,
.layer = LAYER_PLAYER - 1,
.flags = PFLAG_NOREFLECT | PFLAG_NOMOVE,
.scale = scale,
));
}
ENT_ARRAY_FOREACH(&trails, Projectile *p, {
p->move.attraction_point = plr->pos;
p->move.attraction = 1 - (global.frames - p->birthtime) / p->timeout;
});
ENT_ARRAY_FOREACH(&fields, Projectile *p, {
p->pos = plr->pos;
});
}
}
void player_powersurge_calc_bonus(Player *plr, PowerSurgeBonus *b) {
b->gain_rate = round(1000 * plr->powersurge.negative * plr->powersurge.negative);
b->baseline = plr->powersurge.total_charge + plr->powersurge.damage_done * 0.4;
b->score = b->baseline;
b->discharge_power = sqrtf(0.2 * b->baseline + 1024 * log1pf(b->baseline)) * smoothstep(0, 1, 0.0001 * b->baseline);
b->discharge_range = 1.2 * b->discharge_power;
b->discharge_damage = 10 * pow(b->discharge_power, 1.1);
}
static void player_powersurge_logic(Player *plr) {
if(dialog_is_active(global.dialog)) {
return;
}
plr->powersurge.positive = max(0, plr->powersurge.positive - lerp(PLR_POWERSURGE_POSITIVE_DRAIN_MIN, PLR_POWERSURGE_POSITIVE_DRAIN_MAX, plr->powersurge.positive));
plr->powersurge.negative = max(0, plr->powersurge.negative - lerp(PLR_POWERSURGE_NEGATIVE_DRAIN_MIN, PLR_POWERSURGE_NEGATIVE_DRAIN_MAX, plr->powersurge.negative));
if(stage_is_cleared()) {
player_cancel_powersurge(plr);
return;
}
if(plr->powersurge.positive <= plr->powersurge.negative) {
player_powersurge_expired(plr);
return;
}
player_powersurge_calc_bonus(plr, &plr->powersurge.bonus);
plr->powersurge.total_charge += plr->powersurge.bonus.gain_rate;
}
DEFINE_TASK(player_logic) {
Player *plr = TASK_BIND(ARGS.plr);
uint prev_inputflags = 0;
plr->_prev_effective_power = player_get_effective_power(plr);
for(;;) {
YIELD;
if(prev_inputflags != plr->inputflags) {
coevent_signal(&plr->events.inputflags_changed);
prev_inputflags = plr->inputflags;
}
fapproach_p(&plr->bomb_cutin_alpha, 0, 1/200.0);
if(
plr->respawntime - PLR_RESPAWN_TIME/2 == global.frames &&
plr->lives < 0 && global.replay.input.replay == NULL
) {
stage_gameover();
}
if(plr->continuetime == global.frames) {
plr->lives = PLR_START_LIVES;
plr->bombs = PLR_START_BOMBS;
plr->point_item_value = PLR_START_PIV;
plr->life_fragments = 0;
plr->bomb_fragments = 0;
stats_track_continue_used(&plr->stats);
player_set_power(plr, 0);
stage_clear_hazards(CLEAR_HAZARDS_ALL);
spawn_items(plr->deathpos, ITEM_POWER, (int)ceil(PLR_MAX_POWER_EFFECTIVE/(real)POWER_VALUE));
}
aniplayer_update(&plr->ani);
if(plr->lives < 0) {
continue;
}
if(plr->respawntime > global.frames) {
double x = PLR_SPAWN_POS_X;
double y = lerp(PLR_SPAWN_POS_Y, VIEWPORT_H + 64, smoothstep(0.0, 1.0, (plr->respawntime - global.frames) / (double)PLR_RESPAWN_TIME));
plr->pos = CMPLX(x, y);
stage_clear_hazards(CLEAR_HAZARDS_ALL | CLEAR_HAZARDS_NOW);
continue;
}
if(player_is_powersurge_active(plr)) {
player_powersurge_logic(plr);
}
fapproach_p(&plr->focus_circle_alpha, !!(plr->inputflags & INFLAG_FOCUS), 1.0f/15.0f);
if(player_should_shoot(plr)) {
coevent_signal(&plr->events.shoot);
}
if(global.frames == plr->deathtime) {
player_realdeath(plr);
} else if(plr->deathtime > global.frames) {
stage_clear_hazards(CLEAR_HAZARDS_ALL | CLEAR_HAZARDS_NOW);
}
player_track_effective_power_change(plr);
}
}
static bool player_can_bomb(Player *plr) {
return (
!player_is_bomb_active(plr)
&& (
plr->bombs > 0 ||
plr->iddqd
)
&& global.frames >= plr->respawntime
);
}
static bool player_bomb(Player *plr) {
if(global.boss && global.boss->current && global.boss->current->type == AT_ExtraSpell)
return false;
int bomb_time = floor(player_property(plr, PLR_PROP_BOMB_TIME));
if(bomb_time <= 0) {
return false;
}
if(player_can_bomb(plr)) {
stats_track_bomb_used(&plr->stats);
player_fail_spell(plr);
// player_cancel_powersurge(plr);
// stage_clear_hazards(CLEAR_HAZARDS_ALL);
plr->bombs--;
if(plr->deathtime >= global.frames) {
// death bomb - unkill the player!
plr->deathtime = -1;
if(plr->bombs) {
plr->bombs--;
}
}
if(plr->bombs < 0) {
plr->bombs = 0;
}
plr->bomb_triggertime = global.frames;
plr->bomb_endtime = plr->bomb_triggertime + bomb_time;
plr->bomb_cutin_alpha = 1;
assert(player_is_alive(plr));
collect_all_items(1);
coevent_signal(&plr->events.bomb_used);
return true;
}
return false;
}
static bool player_powersurge(Player *plr) {
if(
!player_is_alive(plr) ||
player_is_bomb_active(plr) ||
player_is_powersurge_active(plr) ||
plr->power_stored < PLR_POWERSURGE_POWERCOST
) {
return false;
}
plr->powersurge.positive = 1.0;
plr->powersurge.negative = 0.0;
plr->powersurge.time.activated = global.frames;
plr->powersurge.total_charge = 0;
plr->powersurge.damage_accum = 0;
plr->powersurge.player_power = plr->power_stored;
player_powersurge_calc_bonus(plr, &plr->powersurge.bonus);
player_add_power(plr, -PLR_POWERSURGE_POWERCOST);
play_sfx("powersurge_start");
collect_all_items(1);
stagetext_add("Power Surge!", plr->pos - 64 * I, ALIGN_CENTER, res_font("standard"), RGBA(0.75, 0.75, 0.75, 0.75), 0, 45, 10, 20);
INVOKE_TASK(powersurge_player_particles, ENT_BOX(plr));
return true;
}
bool player_is_recovering(Player *plr) {
return global.frames < plr->recoverytime;
}
bool player_is_powersurge_active(Player *plr) {
return plr->powersurge.positive > plr->powersurge.negative;
}
bool player_is_bomb_active(Player *plr) {
return global.frames < plr->bomb_endtime;
}
bool player_is_vulnerable(Player *plr) {
return
player_is_alive(plr) &&
!player_is_recovering(plr) &&
!player_is_bomb_active(plr) &&
!plr->iddqd;
}
bool player_is_alive(Player *plr) {
return plr->deathtime < global.frames && global.frames >= plr->respawntime;
}
static void powersurge_distortion_draw(Projectile *p, int t, ProjDrawRuleArgs args) {
if(config_get_int(CONFIG_POSTPROCESS) < 1) {
return;
}
double radius = args[0].as_float[0] * pow(1 - t / p->timeout, 8) * (2 * t / 10.0);
Framebuffer *fb_aux = stage_get_fbpair(FBPAIR_FG_AUX)->front;
Framebuffer *fb_main = r_framebuffer_current();
r_framebuffer(fb_aux);
r_shader("circle_distort");
r_uniform_vec3("distortOriginRadius", re(p->pos), VIEWPORT_H - im(p->pos), radius);
r_uniform_vec2("viewport", VIEWPORT_W, VIEWPORT_H);
r_blend(BLEND_NONE);
draw_framebuffer_tex(fb_main, VIEWPORT_W, VIEWPORT_H);
r_framebuffer(fb_main);
r_shader_standard();
r_color4(1.0, 0.9, 0.8, 1.0);
r_blend(BLEND_PREMUL_ALPHA);
stage_draw_begin_noshake();
draw_framebuffer_tex(fb_aux, VIEWPORT_W, VIEWPORT_H);
stage_draw_end_noshake();
}
TASK(powersurge_discharge_clearhazards, { cmplx pos; real range; int timeout; }) {
for(int t = 0; t < ARGS.timeout; ++t, YIELD) {
stage_clear_hazards_at(ARGS.pos, ARGS.range, CLEAR_HAZARDS_ALL | CLEAR_HAZARDS_NOW | CLEAR_HAZARDS_SPAWN_VOLTAGE);
}
}
static void player_powersurge_expired(Player *plr) {
plr->powersurge.time.expired = global.frames;
PowerSurgeBonus bonus;
player_powersurge_calc_bonus(plr, &bonus);
Sprite *blast = res_sprite("part/blast_huge_halo");
float scale = 2 * bonus.discharge_range / blast->w;
play_sfx("powersurge_end");
PARTICLE(
.size = 1+I,
.pos = plr->pos,
.timeout = 60,
.draw_rule = {
powersurge_distortion_draw,
.args[0].as_float = { bonus.discharge_range },
},
.layer = LAYER_PLAYER,
.flags = PFLAG_REQUIREDPARTICLE | PFLAG_NOREFLECT,
);
PARTICLE(
.sprite_ptr = blast,
.pos = plr->pos,
.color = RGBA(0.6, 1.0, 4.4, 0.0),
.draw_rule = pdraw_timeout_scalefade(2, 0, 1, 0),
.timeout = 20,
.angle = rng_angle(),
.scale = scale,
.flags = PFLAG_REQUIREDPARTICLE | PFLAG_NOREFLECT,
);
player_add_points(&global.plr, bonus.score, plr->pos);
ent_area_damage(plr->pos, bonus.discharge_range, &(DamageInfo) { bonus.discharge_damage, DMG_PLAYER_DISCHARGE }, NULL, NULL);
INVOKE_TASK(powersurge_discharge_clearhazards, plr->pos, bonus.discharge_range, 10);
log_debug(
"Power Surge expired at %i (duration: %i); baseline = %u; score = %u; discharge = %g, dmg = %g, range = %g",
plr->powersurge.time.expired,
plr->powersurge.time.expired - plr->powersurge.time.activated,
bonus.baseline,
bonus.score,
bonus.discharge_power,
bonus.discharge_damage,
bonus.discharge_range
);
plr->powersurge.damage_done = 0;
}
void player_cancel_powersurge(Player *plr) {
if(player_is_powersurge_active(plr)) {
plr->powersurge.positive = plr->powersurge.negative;
player_powersurge_expired(plr);
}
}
void player_extend_powersurge(Player *plr, float pos, float neg) {
if(player_is_powersurge_active(plr)) {
plr->powersurge.positive = clamp(plr->powersurge.positive + pos, 0, 1);
plr->powersurge.negative = clamp(plr->powersurge.negative + neg, 0, 1);
if(plr->powersurge.positive <= plr->powersurge.negative) {
player_powersurge_expired(plr);
}
}
}
double player_get_bomb_progress(Player *plr) {
if(!player_is_bomb_active(plr)) {
return 1;
}
int begin = plr->bomb_triggertime;
int end = plr->bomb_endtime;
assert(begin <= end);
real bomb_time = end - begin;
return (bomb_time - (end - global.frames)) / bomb_time;
}
void player_realdeath(Player *plr) {
int deathtime = plr->deathtime;
assert(global.frames == deathtime);
plr->respawntime = deathtime + PLR_RESPAWN_TIME;
plr->recoverytime = deathtime + PLR_RECOVERY_TIME;
plr->inputflags &= ~INFLAGS_MOVE;
plr->deathpos = plr->pos;
plr->pos = VIEWPORT_W/2 + VIEWPORT_H*I+30.0*I;
stage_clear_hazards(CLEAR_HAZARDS_ALL);
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 total_power = plr->power_stored;
int drop = max(2, (total_power * 0.15) / POWER_VALUE);
spawn_items(plr->deathpos, ITEM_POWER, drop);
player_set_power(plr, total_power * 0.7);
plr->bombs = PLR_START_BOMBS;
plr->bomb_fragments = 0;
plr->voltage *= 0.9;
plr->lives--;
stats_track_life_used(&plr->stats);
}
static void player_death_effect_draw_overlay(Projectile *p, int t, ProjDrawRuleArgs args) {
FBPair *framebuffers = stage_get_fbpair(FBPAIR_FG);
r_framebuffer(framebuffers->front);
r_uniform_sampler("noise_tex", "static");
r_uniform_int("frames", global.frames);
r_uniform_float("progress", t / p->timeout);
r_uniform_vec2("origin", re(p->pos), VIEWPORT_H - im(p->pos));
r_uniform_vec2("clear_origin", re(global.plr.pos), VIEWPORT_H - im(global.plr.pos));
r_uniform_vec2("viewport", VIEWPORT_W, VIEWPORT_H);
r_uniform_float("size", hypotf(VIEWPORT_W, VIEWPORT_H));
draw_framebuffer_tex(framebuffers->back, VIEWPORT_W, VIEWPORT_H);
fbpair_swap(framebuffers);
// This change must propagate, hence the r_state salsa. Yes, pop then push, I know what I'm doing.
r_state_pop();
r_framebuffer(framebuffers->back);
r_state_push();
}
static void player_death_effect_draw_sprite(Projectile *p, int t, ProjDrawRuleArgs args) {
float s = t / p->timeout;
float stretch_range = 3, sx, sy;
s = glm_ease_quad_in(s);
sx = (1 - pow(2 * pow(1 - s, 4) - 1, 4));
sx = lerp(1 + (stretch_range - 1) * sx, stretch_range * sx, s);
sy = 1 + 2 * (stretch_range - 1) * pow(s, 4);
if(sx <= 0 || sy <= 0) {
return;
}
SpriteParamsBuffer spbuf;
SpriteParams sp = projectile_sprite_params(p, &spbuf);
sp.scale.x *= sx;
sp.scale.y *= sy;
sp.rotation.angle = 0;
r_draw_sprite(&sp);
}
TASK(player_death_blastspam, { cmplx pos; }) {
for(int i = 0; i < 12; ++i) {
RNG_ARRAY(R, 4);
PARTICLE(
.proto = pp_blast,
.pos = ARGS.pos + vrng_range(R[0], 2, 3) * vrng_dir(R[1]),
.color = RGBA(0.15, 0.2, 0.5, 0),
.timeout = i + vrng_range(R[2], 10, 14),
.draw_rule = pdraw_timeout_scalefade(0, 1, 1, 0),
.angle = vrng_angle(R[3]),
.flags = PFLAG_NOREFLECT,
.layer = LAYER_OVERLAY,
);
}
}
void player_death(Player *plr) {
if(!player_is_vulnerable(plr) || stage_is_cleared()) {
return;
}
play_sfx("death");
for(int i = 0; i < 60; i++) {
RNG_ARRAY(R, 2);
PARTICLE(
.sprite = "flare",
.pos = plr->pos,
.timeout = 40,
.draw_rule = pdraw_timeout_scale(2, 0.01),
.move = move_linear(vrng_range(R[0], 3, 10) * vrng_dir(R[1])),
.flags = PFLAG_NOREFLECT,
);
}
stage_clear_hazards(CLEAR_HAZARDS_ALL);
PARTICLE(
.sprite = "blast",
.pos = plr->pos,
.color = RGBA(0.5, 0.15, 0.15, 0),
.timeout = 35,
.draw_rule = pdraw_timeout_scalefade(0, 3.4, 1, 0),
.angle = rng_angle(),
.flags = PFLAG_NOREFLECT | PFLAG_REQUIREDPARTICLE | PFLAG_NOMOVE | PFLAG_MANUALANGLE,
);
PARTICLE(
.pos = plr->pos,
.size = 1+I,
.timeout = 90,
.draw_rule = player_death_effect_draw_overlay,
.blend = BLEND_NONE,
.flags = PFLAG_NOREFLECT | PFLAG_REQUIREDPARTICLE,
.layer = LAYER_OVERLAY,
.shader = "player_death",
);
Projectile *p = PARTICLE(
.sprite_ptr = aniplayer_get_frame(&plr->ani),
.pos = plr->pos,
.timeout = 38,
.draw_rule = player_death_effect_draw_sprite,
.flags = PFLAG_NOREFLECT | PFLAG_REQUIREDPARTICLE,
.layer = LAYER_PLAYER_FOCUS, // LAYER_OVERLAY | 1,
);
INVOKE_TASK_AFTER(&p->events.killed, player_death_blastspam, p->pos);
plr->deathtime = global.frames + floor(player_property(plr, PLR_PROP_DEATHBOMB_WINDOW));
if(player_is_powersurge_active(plr)) {
player_cancel_powersurge(plr);
// player_bomb(plr);
}
}
static DamageResult ent_damage_player(EntityInterface *ent, const DamageInfo *dmg) {
Player *plr = ENT_CAST(ent, Player);
if(
!player_is_vulnerable(plr) ||
(dmg->type != DMG_ENEMY_SHOT && dmg->type != DMG_ENEMY_COLLISION)
) {
return DMG_RESULT_IMMUNE;
}
player_death(plr);
return DMG_RESULT_OK;
}
void player_damage_hook(Player *plr, EntityInterface *target, DamageInfo *dmg) {
if(player_is_powersurge_active(plr) && dmg->type == DMG_PLAYER_SHOT) {
dmg->amount *= 1.2;
}
}
static PlrInputFlag key_to_inflag(KeyIndex key) {
switch(key) {
case KEY_UP: return INFLAG_UP;
case KEY_DOWN: return INFLAG_DOWN;
case KEY_LEFT: return INFLAG_LEFT;
case KEY_RIGHT: return INFLAG_RIGHT;
case KEY_FOCUS: return INFLAG_FOCUS;
case KEY_SHOT: return INFLAG_SHOT;
case KEY_SKIP: return INFLAG_SKIP;
default: return 0;
}
}
static bool player_updateinputflags(Player *plr, PlrInputFlag flags) {
if(flags == plr->inputflags) {
return false;
}
plr->inputflags = flags;
return true;
}
static bool player_updateinputflags_moveonly(Player *plr, PlrInputFlag flags) {
return player_updateinputflags(plr, (flags & INFLAGS_MOVE) | (plr->inputflags & ~INFLAGS_MOVE));
}
static 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;
} else {
newflags &= ~keyflag;
}
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;
}
PlayerEventResult player_event(
Player *plr,
ReplayState *rpy_in,
ReplayState *rpy_out,
ReplayEventCode type,
uint16_t value
) {
bool useful = true;
bool cheat = false;
switch(type) {
case EV_PRESS:
if(dialog_is_active(global.dialog) && (value == KEY_SHOT || value == KEY_BOMB)) {
useful = dialog_page(global.dialog);
break;
}
switch(value) {
case KEY_BOMB:
useful = player_bomb(plr);
break;
case KEY_SPECIAL:
if(dialog_is_active(global.dialog)) {
useful = false;
break;
}
useful = player_powersurge(plr);
if(!useful/* && plr->iddqd*/) {
player_cancel_powersurge(plr);
useful = true;
}
break;
case KEY_IDDQD:
plr->iddqd = !plr->iddqd;
cheat = true;
break;
case KEY_POWERUP:
useful = player_add_power(plr, 100);
cheat = true;
break;
case KEY_POWERDOWN:
useful = player_add_power(plr, -100);
cheat = true;
break;
default:
useful = player_setinputflag(plr, value, true);
break;
}
break;
case EV_RELEASE:
useful = player_setinputflag(plr, value, false);
break;
case EV_AXIS_LR:
useful = player_set_axis(&plr->axis_lr, value);
break;
case EV_AXIS_UD:
useful = player_set_axis(&plr->axis_ud, value);
break;
case EV_INFLAGS:
useful = player_updateinputflags(plr, value);
break;
case EV_CONTINUE:
// continuing in the same frame will desync the replay,
// so schedule it for the next one
plr->continuetime = global.frames + 1;
useful = true;
break;
default:
log_warn("Can not handle event: [%i:%02x:%04x]", global.frames, type, value);
useful = false;
break;
}
if(rpy_in && rpy_in->stage) {
assert(rpy_in->mode == REPLAY_PLAY);
if(!useful) {
log_warn("Replay input: useless event: [%i:%02x:%04x]", global.frames, type, value);
}
if(cheat) {
log_warn("Replay input: Cheat event: [%i:%02x:%04x]", global.frames, type, value);
if( !(rpy_in->replay->flags & REPLAY_GFLAG_CHEATS) ||
!(rpy_in->stage->flags & REPLAY_SFLAG_CHEATS)) {
log_warn("...but this replay was NOT properly cheat-flagged! Not cool, not cool at all");
}
}
if(type == EV_CONTINUE && (
!(rpy_in->replay->flags & REPLAY_GFLAG_CONTINUES) ||
!(rpy_in->stage->flags & REPLAY_SFLAG_CONTINUES))) {
log_warn("Replay input: Continue event [%i:%02x:%04x], but this replay was not properly continue-flagged", global.frames, type, value);
}
}
if(rpy_out && rpy_out->stage) {
assert(rpy_out->mode == REPLAY_RECORD);
if(useful) {
replay_stage_event(rpy_out->stage, global.frames, type, value);
if(type == EV_CONTINUE) {
rpy_out->replay->flags |= REPLAY_GFLAG_CONTINUES;
rpy_out->stage->flags |= REPLAY_SFLAG_CONTINUES;
}
if(cheat) {
rpy_out->replay->flags |= REPLAY_GFLAG_CHEATS;
rpy_out->stage->flags |= REPLAY_SFLAG_CHEATS;
}
} else {
log_debug("Replay output: Useless event discarded: [%i:%02x:%04x]", global.frames, type, value);
}
}
PlayerEventResult res = 0;
if(useful) {
res |= PLREVT_USEFUL;
}
if(cheat) {
res |= PLREVT_CHEAT;
}
return res;
}
// free-axis movement
static 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;
}
cmplx direction = (
gamepad_normalize_axis_value(plr->axis_lr) +
gamepad_normalize_axis_value(plr->axis_ud) * I
);
if(cabs(direction) > 1) {
direction /= cabs(direction);
}
int sr = sign(re(direction));
int si = sign(im(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;
player_move(&global.plr, direction);
}
return true;
}
static const char *moveseqname(int dir) {
switch(dir) {
case -1: return "left";
case 0: return "main";
case 1: return "right";
default: log_fatal("Invalid player animation dir given");
}
}
static void player_ani_moving(Player *plr, int dir) {
if(plr->lastmovesequence == dir)
return;
const char *seqname = moveseqname(dir);
const char *lastseqname = moveseqname(plr->lastmovesequence);
char *transition = strjoin(lastseqname,"2",seqname,NULL);
aniplayer_hard_switch(&plr->ani,transition,1);
aniplayer_queue(&plr->ani,seqname,0);
plr->lastmovesequence = dir;
mem_free(transition);
}
void player_applymovement(Player *plr) {
plr->velocity = 0;
plr->uncapped_velocity = 0;
if(!player_is_alive(plr))
return;
bool gamepad = player_applymovement_gamepad(plr);
int up = plr->inputflags & INFLAG_UP;
int down = plr->inputflags & INFLAG_DOWN;
int left = plr->inputflags & INFLAG_LEFT;
int right = plr->inputflags & INFLAG_RIGHT;
if(left && !right) {
player_ani_moving(plr,-1);
} else if(right && !left) {
player_ani_moving(plr,1);
} else {
player_ani_moving(plr,0);
}
if(gamepad) {
return;
}
cmplx direction = 0;
if(up) direction -= 1.0*I;
if(down) direction += 1.0*I;
if(left) direction -= 1.0;
if(right) direction += 1.0;
if(cabs(direction))
direction /= cabs(direction);
if(direction)
player_move(&global.plr, direction);
}
void player_fix_input(Player *plr, ReplayState *rpy_out) {
// correct input state to account for any events we might have missed,
// usually because the pause menu ate them up
PlrInputFlag newflags = plr->inputflags;
bool invert_shot = config_get_int(CONFIG_SHOT_INVERTED);
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(invert_shot && key == KEY_SHOT) {
keyheld = !keyheld;
}
if(flagset && !keyheld) {
newflags &= ~flag;
} else if(!flagset && keyheld) {
newflags |= flag;
}
}
}
if(newflags != plr->inputflags) {
player_event(plr, NULL, rpy_out, EV_INFLAGS, newflags);
}
int axis_lr, axis_ud;
gamepad_get_player_analog_input(&axis_lr, &axis_ud);
if(plr->axis_lr != axis_lr) {
player_event(plr, NULL, rpy_out, EV_AXIS_LR, axis_lr);
}
if(plr->axis_ud != axis_ud) {
player_event(plr, NULL, rpy_out, EV_AXIS_UD, axis_ud);
}
if(
config_get_int(CONFIG_AUTO_SURGE) &&
plr->power_stored == PLR_MAX_POWER_STORED &&
!player_is_powersurge_active(plr) &&
!dialog_is_active(global.dialog)
) {
player_event(plr, NULL, rpy_out, EV_PRESS, KEY_SPECIAL);
}
}
void player_graze(Player *plr, cmplx pos, int pts, int effect_intensity, const Color *color) {
if(++plr->graze >= PLR_MAX_GRAZE) {
log_debug("Graze counter overflow");
plr->graze = PLR_MAX_GRAZE;
}
pos = (pos + plr->pos) * 0.5;
player_add_points(plr, pts, pos);
play_sfx("graze");
Color *c = COLOR_COPY(color);
color_add(c, RGBA(1, 1, 1, 1));
color_mul_scalar(c, 0.5);
c->a = 0;
for(int i = 0; i < effect_intensity; ++i) {
RNG_ARRAY(R, 4);
PARTICLE(
.sprite = "graze",
.color = c,
.pos = pos,
.draw_rule = pdraw_timeout_scalefade_exp(1, 0, 1, 0, 2),
.move = move_asymptotic_simple(0.2 * vrng_range(R[0], 1, 6) * vrng_dir(R[1]), 16 * (1 + 0.5 * vrng_sreal(R[3]))),
.timeout = vrng_range(R[2], 4, 29),
.flags = PFLAG_NOREFLECT,
// .layer = LAYER_PARTICLE_LOW,
);
color_mul_scalar(c, 0.4);
}
spawn_items(pos, ITEM_POWER_MINI, 1);
}
static void player_add_fragments(Player *plr, int frags, int *pwhole, int *pfrags, int maxfrags, int maxwhole, const char *fragsnd, const char *upsnd, int score_per_excess) {
int total_frags = *pfrags + maxfrags * *pwhole;
int excess_frags = total_frags + frags - maxwhole * maxfrags;
if(excess_frags > 0) {
player_add_points(plr, excess_frags * score_per_excess, plr->pos);
frags -= excess_frags;
}
*pfrags += frags;
int up = *pfrags / maxfrags;
*pwhole += up;
*pfrags %= maxfrags;
if(up) {
play_sfx(upsnd);
}
if(frags) {
// FIXME: when we have the extra life/bomb sounds,
// don't play this if upsnd was just played.
play_sfx(fragsnd);
}
if(*pwhole >= maxwhole) {
*pwhole = maxwhole;
*pfrags = 0;
}
}
void player_add_life_fragments(Player *plr, int frags) {
if(global.stage->type == STAGE_SPELL) {
return;
}
player_add_fragments(
plr,
frags,
&plr->lives,
&plr->life_fragments,
PLR_MAX_LIFE_FRAGMENTS,
PLR_MAX_LIVES,
"item_generic", // FIXME: replacement needed
"extra_life",
(plr->point_item_value * 10) / PLR_MAX_LIFE_FRAGMENTS
);
}
void player_add_bomb_fragments(Player *plr, int frags) {
if(global.stage->type == STAGE_SPELL) {
return;
}
player_add_fragments(
plr,
frags,
&plr->bombs,
&plr->bomb_fragments,
PLR_MAX_BOMB_FRAGMENTS,
PLR_MAX_BOMBS,
"item_generic", // FIXME: replacement needed
"extra_bomb",
(plr->point_item_value * 5) / PLR_MAX_BOMB_FRAGMENTS
);
}
void player_add_lives(Player *plr, int lives) {
player_add_life_fragments(plr, PLR_MAX_LIFE_FRAGMENTS * lives);
}
void player_add_bombs(Player *plr, int bombs) {
player_add_bomb_fragments(plr, PLR_MAX_BOMB_FRAGMENTS * bombs);
}
static void scoretext_update(StageText *txt, int t, float a) {
double r = bits_to_double((uintptr_t)txt->custom.data1);
txt->pos -= I * cexp(I*r) * a;
}
#define SCORETEXT_PIV_BIT ((uintptr_t)1 << ((sizeof(uintptr_t) * 8) - 1))
static StageText *find_scoretext_combination_candidate(cmplx pos, bool is_piv) {
for(StageText *stxt = stagetext_list_head(); stxt; stxt = stxt->next) {
if(
stxt->custom.update == scoretext_update &&
stxt->time.spawn > global.frames &&
(bool)((uintptr_t)(stxt->custom.data2) & SCORETEXT_PIV_BIT) == is_piv &&
cabs(pos - stxt->pos) < 32
) {
return stxt;
}
}
return NULL;
}
static void add_score_text(Player *plr, cmplx location, uint points, bool is_piv) {
double rnd = rng_f64s();
StageText *stxt = find_scoretext_combination_candidate(location, is_piv);
if(stxt) {
points += ((uintptr_t)stxt->custom.data2 & ~SCORETEXT_PIV_BIT);
}
float importance;
float a;
Color c;
struct {
int delay, lifetime, fadeintime, fadeouttime;
} timings;
timings.delay = 6;
timings.fadeintime = 10;
timings.fadeouttime = 20;
if(is_piv) {
importance = sqrt(min(points/500.0, 1));
a = lerp(0.4, 1.0, importance);
c = *color_lerp(RGB(0.5, 0.8, 1.0), RGB(1.0, 0.3, 1.0), importance);
timings.lifetime = 35 + 10 * importance;
} else {
importance = clamp(0.25 * (double)points / (double)plr->point_item_value, 0, 1);
a = clamp(0.5 + 0.5 * cbrtf(importance), 0, 1);
c = *color_lerp(RGB(1.0, 0.8, 0.4), RGB(0.4, 1.0, 0.3), importance);
timings.lifetime = 25 + 20 * importance;
}
a *= config_get_float(CONFIG_SCORETEXT_ALPHA);
color_mul_scalar(&c, a);
if(!stxt) {
if(c.a < 1e-4) {
return;
}
stxt = stagetext_add(
NULL, location, ALIGN_CENTER, res_font("small"), &c,
timings.delay, timings.lifetime, timings.fadeintime, timings.fadeouttime
);
stxt->custom.data1 = (void*)(uintptr_t)double_to_bits(rnd);
stxt->custom.update = scoretext_update;
} else {
stxt->color = c;
}
format_huge_num(0, points, sizeof(stxt->text), stxt->text);
stxt->custom.data2 = (void*)(uintptr_t)(points | (SCORETEXT_PIV_BIT * is_piv));
if(is_piv) {
strlcat(stxt->text, " PIV", sizeof(stxt->text));
}
}
void player_add_points(Player *plr, uint points, cmplx location) {
plr->points += points;
while(plr->points >= plr->extralife_threshold) {
plr->extralife_threshold = player_next_extralife_threshold(++plr->extralives_given);
player_add_lives(plr, 1);
}
add_score_text(plr, location, points, false);
}
void player_add_piv(Player *plr, uint piv, cmplx location) {
uint v = plr->point_item_value + piv;
if(v > PLR_MAX_PIV || v < plr->point_item_value) {
plr->point_item_value = PLR_MAX_PIV;
} else {
plr->point_item_value = v;
}
add_score_text(plr, location, piv, true);
}
void player_add_voltage(Player *plr, uint voltage) {
uint v = plr->voltage + voltage;
if(v > PLR_MAX_VOLTAGE || v < plr->voltage) {
plr->voltage = PLR_MAX_VOLTAGE;
} else {
plr->voltage = v;
}
player_add_bomb_fragments(plr, voltage);
}
bool player_drain_voltage(Player *plr, uint voltage) {
// TODO: animate (or maybe handle that at stagedraw level)
if(plr->voltage >= voltage) {
plr->voltage -= voltage;
return true;
}
plr->voltage = 0;
return false;
}
void player_register_damage(Player *plr, EntityInterface *target, const DamageInfo *damage) {
if(!DAMAGETYPE_IS_PLAYER(damage->type)) {
return;
}
cmplx pos = NAN;
if(target != NULL) {
switch(target->type) {
case ENT_TYPE_ID(Enemy): {
pos = ENT_CAST(target, Enemy)->pos;
player_add_points(&global.plr, damage->amount * 0.5, pos);
break;
}
case ENT_TYPE_ID(Boss): {
pos = ENT_CAST(target, Boss)->pos;
player_add_points(&global.plr, damage->amount * 0.2, pos);
break;
}
default: break;
}
}
if(!isnan(re(pos)) && damage->type == DMG_PLAYER_DISCHARGE) {
double rate = NOT_NULL(target)->type == ENT_TYPE_ID(Boss) ? 110 : 256;
spawn_and_collect_items(pos, 1, ITEM_VOLTAGE, (int)(damage->amount / rate));
}
if(player_is_powersurge_active(plr)) {
plr->powersurge.damage_done += damage->amount;
plr->powersurge.damage_accum += damage->amount;
if(!isnan(re(pos))) {
double rate = 500;
while(plr->powersurge.damage_accum > rate) {
plr->powersurge.damage_accum -= rate;
spawn_item(pos, ITEM_SURGE);
}
}
}
#ifdef PLR_DPS_STATS
while(global.frames > plr->dmglogframe) {
memmove(plr->dmglog + 1, plr->dmglog, sizeof(plr->dmglog) - sizeof(*plr->dmglog));
plr->dmglog[0] = 0;
plr->dmglogframe++;
}
plr->dmglog[0] += damage->amount;
#endif
}
uint64_t player_next_extralife_threshold(uint64_t step) {
static uint64_t base = 5000000;
return base * (step * step + step + 2) / 2;
}
void player_preload(ResourceGroup *rg) {
const int flags = RESF_DEFAULT;
res_group_preload(rg, RES_SHADER_PROGRAM, flags,
"circle_distort",
"player_death",
NULL);
res_group_preload(rg, RES_TEXTURE, flags,
"static",
NULL);
res_group_preload(rg, RES_SPRITE, flags,
"fairy_circle",
"focus",
"part/blast_huge_halo",
"part/powersurge_field",
NULL);
res_group_preload(rg, RES_SFX, flags | RESF_OPTIONAL,
"death",
"extra_bomb",
"extra_life",
"generic_shot",
"graze",
"hit0",
"hit1",
"powerup",
"powersurge_start",
"powersurge_end",
NULL);
}
// FIXME: where should this be?
cmplx plrutil_homing_target(cmplx org, cmplx fallback) {
double mindst = INFINITY;
cmplx target = fallback;
if(global.boss && boss_is_vulnerable(global.boss)) {
target = global.boss->pos;
mindst = cabs(target - org);
}
for(Enemy *e = global.enemies.first; e; e = e->next) {
if(!enemy_is_targetable(e)) {
continue;
}
double dst = cabs(e->pos - org);
if(dst < mindst) {
mindst = dst;
target = e->pos;
}
}
return target;
}
void plrutil_slave_retract(BoxedPlayer bplr, cmplx *pos, real retract_time) {
cmplx pos0 = *pos;
Player *plr;
for(int i = 1; i <= retract_time; ++i) {
YIELD;
plr = NOT_NULL(ENT_UNBOX(bplr));
*pos = clerp(pos0, plr->pos, i / retract_time);
}
}