1092 lines
27 KiB
C
1092 lines
27 KiB
C
/*
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* This software is licensed under the terms of the MIT License.
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* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2019, Andrei Alexeyev <akari@taisei-project.org>.
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*/
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#include "taisei.h"
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#include "projectile.h"
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#include "global.h"
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#include "list.h"
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#include "stageobjects.h"
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#include "util/glm.h"
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#include "stage.h"
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static ht_ptr2int_t shader_sublayer_map;
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static ProjArgs defaults_proj = {
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.sprite = "proj/",
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.dest = &global.projs,
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.type = PROJ_ENEMY,
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.damage_type = DMG_ENEMY_SHOT,
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.color = RGB(1, 1, 1),
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.blend = BLEND_PREMUL_ALPHA,
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.shader = "sprite_bullet",
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.layer = LAYER_BULLET,
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};
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static ProjArgs defaults_part = {
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.sprite = "part/",
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.dest = &global.particles,
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.type = PROJ_PARTICLE,
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.damage_type = DMG_UNDEFINED,
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.color = RGB(1, 1, 1),
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.blend = BLEND_PREMUL_ALPHA,
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.shader = "sprite_particle",
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.layer = LAYER_PARTICLE_MID,
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};
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static void process_projectile_args(ProjArgs *args, ProjArgs *defaults) {
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if(args->proto && args->proto->process_args) {
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args->proto->process_args(args->proto, args);
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return;
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}
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// TODO: move this stuff into prototypes along with the defaults?
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if(args->sprite) {
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args->sprite_ptr = prefix_get_sprite(args->sprite, defaults->sprite);
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}
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if(!args->shader_ptr) {
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if(args->shader) {
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args->shader_ptr = res_shader(args->shader);
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} else {
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args->shader_ptr = defaults->shader_ptr;
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}
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}
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if(!args->draw_rule.func) {
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args->draw_rule = pdraw_basic();
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}
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if(!args->blend) {
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args->blend = defaults->blend;
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}
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if(!args->dest) {
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args->dest = defaults->dest;
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}
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if(!args->type) {
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args->type = defaults->type;
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}
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if(!args->color) {
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args->color = defaults->color;
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}
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if(!args->max_viewport_dist && args->type == PROJ_PARTICLE) {
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// TODO consider a saner value?
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args->max_viewport_dist = 300;
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}
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if(!args->layer) {
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if(args->type == PROJ_PLAYER) {
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args->layer = LAYER_PLAYER_SHOT;
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} else {
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args->layer = defaults->layer;
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}
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}
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if(args->damage_type == DMG_UNDEFINED) {
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args->damage_type = defaults->damage_type;
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if(args->type == PROJ_PLAYER && args->damage_type == DMG_ENEMY_SHOT) {
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args->damage_type = DMG_PLAYER_SHOT;
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}
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}
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if(args->scale == 0) {
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args->scale = 1+I;
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} else if(cimagf(args->scale) == 0) {
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args->scale = CMPLXF(crealf(args->scale), crealf(args->scale));
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}
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if(args->opacity == 0) {
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args->opacity = 1;
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}
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assert(args->type <= PROJ_PLAYER);
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}
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static void projectile_size(Projectile *p, double *w, double *h) {
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if(p->type == PROJ_PARTICLE && p->sprite != NULL) {
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*w = p->sprite->w;
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*h = p->sprite->h;
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} else {
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*w = creal(p->size);
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*h = cimag(p->size);
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}
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assert(*w > 0);
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assert(*h > 0);
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}
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static Projectile *spawn_bullet_spawning_effect(Projectile *p);
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// Returns true if projectile should be destroyed
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static inline bool proj_update(Projectile *p, int t) {
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bool destroy = false;
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if(p->timeout > 0 && t >= p->timeout) {
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destroy = true;
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} else if(t >= 0) {
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if(!(p->flags & PFLAG_NOMOVE)) {
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move_update(&p->pos, &p->move);
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}
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if(p->flags & PFLAG_MANUALANGLE) {
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p->angle += p->angle_delta;
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} else {
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cmplx delta_pos = p->pos - p->prevpos;
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if(delta_pos) {
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p->angle = carg(delta_pos) + p->angle_delta;
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}
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}
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}
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if(t == 1) {
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// FIXME: not sure if this should happen before or after move_update,
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// or maybe even directly at spawn.
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spawn_bullet_spawning_effect(p);
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}
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return destroy;
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}
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void projectile_set_prototype(Projectile *p, ProjPrototype *proto) {
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if(p->proto && p->proto->deinit_projectile) {
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p->proto->deinit_projectile(p->proto, p);
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}
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if(proto && proto->init_projectile) {
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proto->init_projectile(proto, p);
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}
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p->proto = proto;
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}
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cmplx projectile_graze_size(Projectile *p) {
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if(
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p->type == PROJ_ENEMY &&
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!(p->flags & (PFLAG_NOGRAZE | PFLAG_NOCOLLISION)) &&
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p->graze_counter < 3 &&
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global.frames >= p->graze_cooldown
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) {
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cmplx s = (p->size * 420 /* graze it */) / (2 * p->graze_counter + 1);
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return sqrt(creal(s)) + sqrt(cimag(s)) * I;
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}
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return 0;
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}
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float projectile_timeout_factor(Projectile *p) {
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return p->timeout ? (global.frames - p->birthtime) / p->timeout : 0;
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}
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static double projectile_rect_area(Projectile *p) {
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double w, h;
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projectile_size(p, &w, &h);
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return w * h;
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}
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void projectile_set_layer(Projectile *p, drawlayer_t layer) {
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if(!(layer & LAYER_LOW_MASK)) {
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drawlayer_low_t sublayer;
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switch(p->type) {
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case PROJ_ENEMY:
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// 1. Large projectiles go below smaller ones.
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sublayer = LAYER_LOW_MASK - (drawlayer_low_t)projectile_rect_area(p);
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sublayer = (sublayer << 4) & LAYER_LOW_MASK;
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// 2. Group by shader (hardcoded precedence).
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sublayer |= ht_get(&shader_sublayer_map, p->shader, 0) & 0xf;
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// If specific blending order is required, then you should set up the sublayer manually.
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layer |= sublayer;
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break;
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case PROJ_PARTICLE:
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// 1. Group by shader (hardcoded precedence).
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sublayer = ht_get(&shader_sublayer_map, p->shader, 0) & 0xf;
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sublayer <<= 4;
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sublayer |= 0x100;
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// If specific blending order is required, then you should set up the sublayer manually.
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layer |= sublayer;
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break;
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default:
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break;
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}
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}
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p->ent.draw_layer = layer;
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}
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static void ent_draw_projectile(EntityInterface *ent);
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static Projectile* _create_projectile(ProjArgs *args) {
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if(IN_DRAW_CODE) {
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log_fatal("Tried to spawn a projectile while in drawing code");
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}
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Projectile *p = objpool_acquire(&stage_object_pools.projectiles);
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p->birthtime = global.frames;
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p->pos = p->pos0 = p->prevpos = args->pos;
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p->angle = args->angle;
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p->angle_delta = args->angle_delta;
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p->draw_rule = args->draw_rule;
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p->shader = args->shader_ptr;
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p->blend = args->blend;
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p->sprite = args->sprite_ptr;
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p->type = args->type;
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p->color = *args->color;
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p->max_viewport_dist = args->max_viewport_dist;
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p->size = args->size;
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p->collision_size = args->collision_size;
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p->flags = args->flags;
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p->timeout = args->timeout;
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p->damage = args->damage;
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p->damage_type = args->damage_type;
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p->clear_flags = 0;
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p->move = args->move;
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p->scale = args->scale;
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p->opacity = args->opacity;
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p->ent.draw_func = ent_draw_projectile;
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projectile_set_prototype(p, args->proto);
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// p->collision_size *= 10;
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// p->size *= 5;
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if((p->type == PROJ_ENEMY || p->type == PROJ_PLAYER) && (creal(p->size) <= 0 || cimag(p->size) <= 0)) {
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log_fatal("Tried to spawn a projectile with invalid size %f x %f", creal(p->size), cimag(p->size));
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}
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projectile_set_layer(p, args->layer);
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if(!(p->flags & (PFLAG_MANUALANGLE | PFLAG_NOMOVE))) {
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p->angle = carg(p->move.velocity) + p->angle_delta;
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}
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COEVENT_INIT_ARRAY(p->events);
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ent_register(&p->ent, ENT_TYPE_ID(Projectile));
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alist_append(args->dest, p);
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return p;
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}
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Projectile* create_projectile(ProjArgs *args) {
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process_projectile_args(args, &defaults_proj);
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return _create_projectile(args);
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}
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Projectile* create_particle(ProjArgs *args) {
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process_projectile_args(args, &defaults_part);
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return _create_projectile(args);
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}
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#ifdef PROJ_DEBUG
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Projectile* _proj_attach_dbginfo(Projectile *p, DebugInfo *dbg, const char *callsite_str) {
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// log_debug("Spawn: [%s]", callsite_str);
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memcpy(&p->debug, dbg, sizeof(DebugInfo));
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set_debug_info(dbg);
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return p;
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}
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#endif
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static void signal_event_with_collision_result(Projectile *p, CoEvent *evt, ProjCollisionResult *col) {
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assert(p->collision == NULL);
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p->collision = col;
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coevent_signal(evt);
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assert(p->collision == col);
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p->collision = NULL;
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}
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static void delete_projectile(ProjectileList *projlist, Projectile *p, ProjCollisionResult *col) {
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signal_event_with_collision_result(p, &p->events.killed, col);
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COEVENT_CANCEL_ARRAY(p->events);
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ent_unregister(&p->ent);
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objpool_release(&stage_object_pools.projectiles, alist_unlink(projlist, p));
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}
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static void *foreach_delete_projectile(ListAnchor *projlist, List *proj, void *arg) {
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delete_projectile((ProjectileList*)projlist, (Projectile*)proj, arg);
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return NULL;
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}
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void delete_projectiles(ProjectileList *projlist) {
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alist_foreach(projlist, foreach_delete_projectile, NULL);
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}
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void calc_projectile_collision(Projectile *p, ProjCollisionResult *out_col) {
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out_col->type = PCOL_NONE;
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out_col->entity = NULL;
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out_col->fatal = false;
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out_col->location = p->pos;
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out_col->damage.amount = p->damage;
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out_col->damage.type = p->damage_type;
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if(p->flags & PFLAG_NOCOLLISION) {
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goto skip_collision;
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}
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if(p->type == PROJ_ENEMY) {
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Ellipse e_proj = {
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.axes = p->collision_size,
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.angle = p->angle + M_PI/2,
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};
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LineSegment seg = {
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.a = global.plr.pos - global.plr.velocity - p->prevpos,
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.b = global.plr.pos - p->pos
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};
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#ifdef DEBUG
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attr_unused real seglen2 = cabs2(seg.a - seg.b);
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if(seglen2 > 30 * 30) {
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attr_unused real seglen = sqrt(seglen2);
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log_debug(
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seglen > VIEWPORT_W
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? "Lerp over HUGE distance %f; this is ABSOLUTELY a bug! Player speed was %f. Spawned at %s:%d (%s); proj time = %d"
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: "Lerp over large distance %f; this is either a bug or a very fast projectile, investigate. Player speed was %f. Spawned at %s:%d (%s); proj time = %d",
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seglen,
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cabs(global.plr.velocity),
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p->debug.file,
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p->debug.line,
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p->debug.func,
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global.frames - p->birthtime
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);
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}
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#endif
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if(lineseg_ellipse_intersect(seg, e_proj)) {
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out_col->type = PCOL_ENTITY;
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out_col->entity = &global.plr.ent;
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out_col->fatal = !(p->flags & PFLAG_INDESTRUCTIBLE);
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} else {
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e_proj.axes = projectile_graze_size(p);
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if(creal(e_proj.axes) > 1 && lineseg_ellipse_intersect(seg, e_proj)) {
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out_col->type = PCOL_PLAYER_GRAZE;
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out_col->entity = &global.plr.ent;
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out_col->location = p->pos;
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}
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}
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} else if(p->type == PROJ_PLAYER) {
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for(Enemy *e = global.enemies.first; e; e = e->next) {
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if(
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!(e->flags & EFLAG_NO_HIT) &&
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cabs2(e->pos - p->pos) < e->hit_radius * e->hit_radius
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) {
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out_col->type = PCOL_ENTITY;
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out_col->entity = &e->ent;
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out_col->fatal = !(p->flags & PFLAG_INDESTRUCTIBLE);
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return;
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}
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}
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if(
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global.boss &&
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boss_is_vulnerable(global.boss) &&
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cabs2(global.boss->pos - p->pos) < 42 * 42
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) {
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out_col->type = PCOL_ENTITY;
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out_col->entity = &global.boss->ent;
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out_col->fatal = !(p->flags & PFLAG_INDESTRUCTIBLE);
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}
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}
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skip_collision:
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if(
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out_col->type == PCOL_NONE &&
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!(p->flags & PFLAG_NOAUTOREMOVE) &&
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!projectile_in_viewport(p)
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) {
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out_col->type = PCOL_VOID;
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out_col->fatal = true;
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}
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}
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void apply_projectile_collision(ProjectileList *projlist, Projectile *p, ProjCollisionResult *col) {
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signal_event_with_collision_result(p, &p->events.collision, col);
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switch(col->type) {
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case PCOL_NONE:
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case PCOL_VOID:
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break;
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case PCOL_PLAYER_GRAZE: {
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player_graze(ENT_CAST(col->entity, Player), col->location, 10 + 10 * p->graze_counter, 3 + p->graze_counter, &p->color);
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p->graze_counter++;
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p->graze_cooldown = global.frames + 12;
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p->graze_counter_reset_timer = global.frames;
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break;
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}
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case PCOL_ENTITY: {
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ent_damage(col->entity, &col->damage);
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break;
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}
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default:
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UNREACHABLE;
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}
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if(col->fatal) {
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delete_projectile(projlist, p, col);
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}
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}
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static void ent_draw_projectile(EntityInterface *ent) {
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Projectile *proj = ENT_CAST(ent, Projectile);
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r_blend(proj->blend);
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r_shader_ptr(proj->shader);
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#ifdef PROJ_DEBUG
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static Projectile prev_state;
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memcpy(&prev_state, proj, sizeof(Projectile));
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proj->draw_rule.func(proj, global.frames - proj->birthtime, proj->draw_rule.args);
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if(memcmp(&prev_state, proj, sizeof(Projectile))) {
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set_debug_info(&proj->debug);
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log_fatal("Projectile modified its state in draw rule");
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}
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#else
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proj->draw_rule.func(proj, global.frames - proj->birthtime, proj->draw_rule.args);
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#endif
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}
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bool projectile_in_viewport(Projectile *proj) {
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double w, h;
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int e = proj->max_viewport_dist;
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projectile_size(proj, &w, &h);
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return !(creal(proj->pos) + w/2 + e < 0 || creal(proj->pos) - w/2 - e > VIEWPORT_W
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|| cimag(proj->pos) + h/2 + e < 0 || cimag(proj->pos) - h/2 - e > VIEWPORT_H);
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}
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Projectile *spawn_projectile_collision_effect(Projectile *proj) {
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if(proj->flags & PFLAG_NOCOLLISIONEFFECT) {
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return NULL;
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}
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if(proj->sprite == NULL) {
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return NULL;
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}
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return PARTICLE(
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.sprite_ptr = proj->sprite,
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.size = proj->size,
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.pos = proj->pos,
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.color = &proj->color,
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.flags = proj->flags | PFLAG_NOREFLECT | PFLAG_REQUIREDPARTICLE,
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.layer = LAYER_PARTICLE_HIGH,
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.shader_ptr = proj->shader,
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.draw_rule = pdraw_timeout_scale(2+I, 0.0001+I),
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.angle = proj->angle,
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.move = { .velocity = 5 * cdir(proj->angle), .retention = 0.95 },
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.timeout = 10,
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);
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}
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|
|
static void really_clear_projectile(ProjectileList *projlist, Projectile *proj) {
|
|
spawn_projectile_clear_effect(proj);
|
|
|
|
if(!(proj->flags & PFLAG_NOCLEARBONUS)) {
|
|
create_clear_item(proj->pos, proj->clear_flags);
|
|
}
|
|
|
|
// TODO: synthetic collision type for clears?
|
|
delete_projectile(projlist, proj, NULL);
|
|
}
|
|
|
|
bool clear_projectile(Projectile *proj, uint flags) {
|
|
switch(proj->type) {
|
|
case PROJ_PLAYER:
|
|
case PROJ_PARTICLE:
|
|
return false;
|
|
|
|
default: break;
|
|
}
|
|
|
|
if(!(flags & CLEAR_HAZARDS_FORCE) && !projectile_is_clearable(proj)) {
|
|
return false;
|
|
}
|
|
|
|
proj->type = PROJ_DEAD;
|
|
proj->clear_flags |= flags;
|
|
coevent_signal_once(&proj->events.cleared);
|
|
|
|
return true;
|
|
}
|
|
|
|
void kill_projectile(Projectile *proj) {
|
|
proj->flags |= PFLAG_INTERNAL_DEAD | PFLAG_NOCOLLISION | PFLAG_NOCLEAR;
|
|
proj->ent.draw_layer = LAYER_NODRAW;
|
|
assert(proj->collision == NULL);
|
|
// WARNING: must be done last, an event handler may cancel the task this function is running in!
|
|
coevent_signal_once(&proj->events.killed);
|
|
}
|
|
|
|
void process_projectiles(ProjectileList *projlist, bool collision) {
|
|
ProjCollisionResult col = { 0 };
|
|
bool stage_cleared = stage_is_cleared();
|
|
|
|
for(Projectile *proj = projlist->first, *next; proj; proj = next) {
|
|
next = proj->next;
|
|
proj->prevpos = proj->pos;
|
|
|
|
if(proj->flags & PFLAG_INTERNAL_DEAD) {
|
|
delete_projectile(projlist, proj, NULL);
|
|
continue;
|
|
}
|
|
|
|
if(stage_cleared) {
|
|
clear_projectile(proj, CLEAR_HAZARDS_BULLETS | CLEAR_HAZARDS_FORCE);
|
|
}
|
|
|
|
bool destroy = proj_update(proj, global.frames - proj->birthtime);
|
|
|
|
if(proj->graze_counter && proj->graze_counter_reset_timer - global.frames <= -90) {
|
|
proj->graze_counter--;
|
|
proj->graze_counter_reset_timer = global.frames;
|
|
}
|
|
|
|
if(proj->type == PROJ_DEAD && !(proj->clear_flags & CLEAR_HAZARDS_NOW)) {
|
|
proj->clear_flags |= CLEAR_HAZARDS_NOW;
|
|
}
|
|
|
|
if(destroy) {
|
|
memset(&col, 0, sizeof(col));
|
|
col.fatal = true;
|
|
} else if(collision) {
|
|
calc_projectile_collision(proj, &col);
|
|
|
|
if(col.fatal && col.type != PCOL_VOID) {
|
|
spawn_projectile_collision_effect(proj);
|
|
}
|
|
} else {
|
|
memset(&col, 0, sizeof(col));
|
|
|
|
if(!(proj->flags & PFLAG_NOAUTOREMOVE) && !projectile_in_viewport(proj)) {
|
|
col.fatal = true;
|
|
}
|
|
}
|
|
|
|
apply_projectile_collision(projlist, proj, &col);
|
|
}
|
|
|
|
for(Projectile *proj = projlist->first, *next; proj; proj = next) {
|
|
next = proj->next;
|
|
|
|
if(proj->type == PROJ_DEAD && (proj->clear_flags & CLEAR_HAZARDS_NOW)) {
|
|
really_clear_projectile(projlist, proj);
|
|
}
|
|
}
|
|
}
|
|
|
|
int trace_projectile(Projectile *p, ProjCollisionResult *out_col, ProjCollisionType stopflags, int timeofs) {
|
|
int t;
|
|
|
|
for(t = timeofs;; ++t) {
|
|
bool destroy = proj_update(p, t);
|
|
calc_projectile_collision(p, out_col);
|
|
|
|
if(out_col->type & stopflags || destroy) {
|
|
return t;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool projectile_is_clearable(Projectile *p) {
|
|
if(p->type == PROJ_DEAD) {
|
|
return true;
|
|
}
|
|
|
|
if(p->type == PROJ_ENEMY) {
|
|
return (p->flags & PFLAG_NOCLEAR) != PFLAG_NOCLEAR;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int projectile_time(Projectile *p) {
|
|
return global.frames - p->birthtime;
|
|
}
|
|
|
|
static inline bool proj_uses_spawning_effect(Projectile *proj, ProjFlags effect_flag) {
|
|
if(proj->type != PROJ_ENEMY) {
|
|
return false;
|
|
}
|
|
|
|
if((proj->flags & effect_flag) == effect_flag) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static float proj_spawn_effect_factor(Projectile *proj, int t) {
|
|
static const int maxt = 16;
|
|
|
|
if(t >= maxt || !proj_uses_spawning_effect(proj, PFLAG_NOSPAWNFADE)) {
|
|
return 1;
|
|
}
|
|
|
|
return t / (float)maxt;
|
|
}
|
|
|
|
static void bullet_highlight_draw(Projectile *p, int t, ProjDrawRuleArgs args) {
|
|
float timefactor = t / p->timeout;
|
|
float sx = args[0].as_float[0];
|
|
float sy = args[0].as_float[1];
|
|
float tex_angle = args[1].as_float[0];
|
|
|
|
float opacity = pow(1 - timefactor, 3);
|
|
opacity = fmin(1, 1.5 * opacity) * fmin(1, timefactor * 10);
|
|
opacity *= p->opacity;
|
|
|
|
r_mat_mv_push();
|
|
r_mat_mv_translate(creal(p->pos), cimag(p->pos), 0);
|
|
r_mat_mv_rotate(p->angle + M_PI * 0.5, 0, 0, 1);
|
|
r_mat_mv_scale(sx, sy, 1);
|
|
r_mat_mv_rotate(tex_angle, 0, 0, 1);
|
|
|
|
r_draw_sprite(&(SpriteParams) {
|
|
.sprite_ptr = p->sprite,
|
|
.shader_ptr = p->shader,
|
|
.shader_params = &(ShaderCustomParams) {{ opacity }},
|
|
.color = &p->color,
|
|
});
|
|
|
|
r_mat_mv_pop();
|
|
}
|
|
|
|
static Projectile* spawn_projectile_highlight_effect_internal(Projectile *p, bool flare) {
|
|
if(!p->sprite) {
|
|
return NULL;
|
|
}
|
|
|
|
Color clr = p->color;
|
|
clr.r = fmax(0.1, clr.r);
|
|
clr.g = fmax(0.1, clr.g);
|
|
clr.b = fmax(0.1, clr.b);
|
|
float h, s, l;
|
|
color_get_hsl(&clr, &h, &s, &l);
|
|
s = s > 0 ? 0.75 : 0;
|
|
l = 0.5;
|
|
color_hsla(&clr, h, s, l, 0.05);
|
|
|
|
float sx, sy;
|
|
|
|
if(flare) {
|
|
sx = pow(p->sprite->w, 0.7);
|
|
sy = pow(p->sprite->h, 0.7);
|
|
|
|
RNG_ARRAY(R, 5);
|
|
|
|
PARTICLE(
|
|
.sprite = "stardust_green",
|
|
.shader = "sprite_bullet",
|
|
.size = p->size * 4.5,
|
|
.layer = LAYER_PARTICLE_HIGH | 0x40,
|
|
.draw_rule = pdraw_timeout_scalefade_exp(0, 0.2f * fmaxf(sx, sy) * vrng_f32_range(R[0], 0.8f, 1.0f), 1, 0, 2),
|
|
.angle = vrng_angle(R[1]),
|
|
.pos = p->pos + vrng_range(R[2], 0, 8) * vrng_dir(R[3]),
|
|
.flags = PFLAG_NOREFLECT,
|
|
.timeout = vrng_range(R[4], 22, 26),
|
|
.color = &clr,
|
|
);
|
|
}
|
|
|
|
sx = pow(p->sprite->w, 0.75) * (1 + 0.02 * rng_real());
|
|
sy = pow(p->sprite->h, 0.75) * (1 + 0.02 * rng_real());
|
|
clr.a = 0.0;
|
|
|
|
RNG_ARRAY(R, 5);
|
|
|
|
return PARTICLE(
|
|
.sprite = "bullet_flare",
|
|
.size = p->size * 4.5,
|
|
.shader = "sprite_bullet",
|
|
.layer = LAYER_PARTICLE_HIGH | 0x80,
|
|
.draw_rule = {
|
|
bullet_highlight_draw,
|
|
.args[0].as_cmplx = 0.125 * (sx + I * sy),
|
|
.args[1].as_float = vrng_angle(R[0]),
|
|
},
|
|
.angle = p->angle,
|
|
.pos = p->pos + vrng_range(R[1], 0, 2) * vrng_dir(R[2]),
|
|
.flags = PFLAG_NOREFLECT | PFLAG_REQUIREDPARTICLE,
|
|
.timeout = vrng_range(R[3], 30, 34),
|
|
.color = &clr,
|
|
);
|
|
}
|
|
|
|
Projectile* spawn_projectile_highlight_effect(Projectile *p) {
|
|
return spawn_projectile_highlight_effect_internal(p, true);
|
|
}
|
|
|
|
static Projectile* spawn_bullet_spawning_effect(Projectile *p) {
|
|
if(proj_uses_spawning_effect(p, PFLAG_NOSPAWNFLARE)) {
|
|
return spawn_projectile_highlight_effect(p);
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static void projectile_clear_effect_draw(Projectile *p, int t, ProjDrawRuleArgs args) {
|
|
float o_tf = projectile_timeout_factor(p);
|
|
float tf = glm_ease_circ_out(o_tf);
|
|
|
|
Animation *ani = args[0].as_ptr;
|
|
AniSequence *seq = args[1].as_ptr;
|
|
float angle = args[2].as_float[0];
|
|
float scale = args[2].as_float[1];
|
|
|
|
SpriteParamsBuffer spbuf;
|
|
SpriteParams sp = projectile_sprite_params(p, &spbuf);
|
|
|
|
float o = spbuf.shader_params.vector[0];
|
|
spbuf.shader_params.vector[0] = o * fmaxf(0, 1.5 * (1 - tf) - 0.5);
|
|
|
|
r_draw_sprite(&sp);
|
|
|
|
sp.sprite_ptr = animation_get_frame(ani, seq, o_tf * (seq->length - 1));
|
|
sp.scale.as_cmplx *= scale * (0.0 + 1.5*tf);
|
|
spbuf.color.a *= (1 - tf);
|
|
spbuf.shader_params.vector[0] = o;
|
|
sp.rotation.angle += t * 0.5*0 + angle;
|
|
|
|
r_draw_sprite(&sp);
|
|
}
|
|
|
|
Projectile *spawn_projectile_clear_effect(Projectile *proj) {
|
|
if((proj->flags & PFLAG_NOCLEAREFFECT) || proj->sprite == NULL) {
|
|
return NULL;
|
|
}
|
|
|
|
cmplx v = proj->move.velocity;
|
|
if(!v) {
|
|
v = proj->pos - proj->prevpos;
|
|
}
|
|
|
|
Animation *ani = res_anim("part/bullet_clear");
|
|
AniSequence *seq = get_ani_sequence(ani, "main");
|
|
|
|
Sprite *sprite_ref = animation_get_frame(ani, seq, 0);
|
|
float scale = fmaxf(proj->sprite->w, proj->sprite->h) / sprite_ref->w;
|
|
|
|
return PARTICLE(
|
|
.sprite_ptr = proj->sprite,
|
|
.size = proj->size,
|
|
.pos = proj->pos,
|
|
.color = &proj->color,
|
|
.flags = proj->flags | PFLAG_NOREFLECT | PFLAG_REQUIREDPARTICLE,
|
|
.shader_ptr = proj->shader,
|
|
.draw_rule = {
|
|
projectile_clear_effect_draw,
|
|
.args[0].as_ptr = ani,
|
|
.args[1].as_ptr = seq,
|
|
.args[2].as_float = { rng_angle(), scale },
|
|
},
|
|
.angle = proj->angle,
|
|
.opacity = proj->opacity,
|
|
.scale = proj->scale,
|
|
.timeout = seq->length - 1,
|
|
.layer = LAYER_PARTICLE_BULLET_CLEAR,
|
|
.move = move_asymptotic(v, 0, 0.85),
|
|
);
|
|
}
|
|
|
|
SpriteParams projectile_sprite_params(Projectile *proj, SpriteParamsBuffer *spbuf) {
|
|
spbuf->color = proj->color;
|
|
spbuf->shader_params = (ShaderCustomParams) {{ proj->opacity, 0, 0, 0 }};
|
|
|
|
SpriteParams sp = { 0 };
|
|
sp.blend = proj->blend;
|
|
sp.color = &spbuf->color;
|
|
sp.pos.x = creal(proj->pos);
|
|
sp.pos.y = cimag(proj->pos);
|
|
sp.rotation = (SpriteRotationParams) {
|
|
.angle = proj->angle + (float)(M_PI/2),
|
|
.vector = { 0, 0, 1 },
|
|
};
|
|
sp.scale.x = crealf(proj->scale);
|
|
sp.scale.y = cimagf(proj->scale);
|
|
sp.shader_params = &spbuf->shader_params;
|
|
sp.shader_ptr = proj->shader;
|
|
sp.sprite_ptr = proj->sprite;
|
|
|
|
return sp;
|
|
}
|
|
|
|
static void pdraw_basic_func(Projectile *proj, int t, ProjDrawRuleArgs args) {
|
|
SpriteParamsBuffer spbuf;
|
|
SpriteParams sp = projectile_sprite_params(proj, &spbuf);
|
|
|
|
float eff = proj_spawn_effect_factor(proj, t);
|
|
|
|
if(eff < 1) {
|
|
spbuf.color.a *= eff;
|
|
spbuf.shader_params.vector[0] *= fminf(1.0f, eff * 2.0f);
|
|
}
|
|
|
|
r_draw_sprite(&sp);
|
|
}
|
|
|
|
ProjDrawRule pdraw_basic(void) {
|
|
return (ProjDrawRule) { pdraw_basic_func };
|
|
}
|
|
|
|
static void pdraw_blast_func(Projectile *p, int t, ProjDrawRuleArgs args) {
|
|
vec3 rot_axis = {
|
|
args[0].as_float[0],
|
|
args[0].as_float[1],
|
|
args[1].as_float[0],
|
|
};
|
|
|
|
float rot_angle = args[1].as_float[1];
|
|
float secondary_scale = args[2].as_float[0];
|
|
|
|
float tf = projectile_timeout_factor(p);
|
|
float opacity = (1.0f - tf) * p->opacity;
|
|
|
|
if(tf <= 0 || opacity <= 0) {
|
|
return;
|
|
}
|
|
|
|
SpriteParamsBuffer spbuf;
|
|
SpriteParams sp = projectile_sprite_params(p, &spbuf);
|
|
sp.rotation.angle = rot_angle;
|
|
glm_vec3_copy(rot_axis, sp.rotation.vector);
|
|
sp.scale.x = tf;
|
|
sp.scale.y = tf;
|
|
|
|
spbuf.color = *RGBA(0.3, 0.6, 1.0, 1);
|
|
spbuf.shader_params.vector[0] = opacity;
|
|
|
|
r_disable(RCAP_CULL_FACE);
|
|
r_draw_sprite(&sp);
|
|
sp.scale.as_cmplx *= secondary_scale;
|
|
spbuf.color.a = 0;
|
|
r_draw_sprite(&sp);
|
|
}
|
|
|
|
ProjDrawRule pdraw_blast(void) {
|
|
float rot_angle = rng_f32_angle();
|
|
float x = rng_f32();
|
|
float y = rng_f32();
|
|
float z = rng_f32();
|
|
float secondary_scale = rng_f32_range(0.5, 1.5);
|
|
|
|
vec3 rot_axis = { x, y, z };
|
|
glm_vec3_normalize(rot_axis);
|
|
|
|
return (ProjDrawRule) {
|
|
.func = pdraw_blast_func,
|
|
.args[0].as_float = { rot_axis[0], rot_axis[1] },
|
|
.args[1].as_float = { rot_axis[2], rot_angle },
|
|
.args[2].as_float = { secondary_scale, },
|
|
};
|
|
}
|
|
|
|
static void pdraw_scalefade_func(Projectile *p, int t, ProjDrawRuleArgs args) {
|
|
cmplxf scale0 = args[0].as_cmplx;
|
|
cmplxf scale1 = args[1].as_cmplx;
|
|
float opacity0 = args[2].as_float[0];
|
|
float opacity1 = args[2].as_float[1];
|
|
float opacity_exp = args[3].as_float[0];
|
|
|
|
float timefactor = t / p->timeout;
|
|
|
|
cmplxf scale = clerpf(scale0, scale1, timefactor);
|
|
float opacity = lerpf(opacity0, opacity1, timefactor);
|
|
opacity = powf(opacity, opacity_exp);
|
|
|
|
if(creal(scale) == 0 || cimag(scale) == 0 || opacity == 0) {
|
|
return;
|
|
}
|
|
|
|
SpriteParamsBuffer spbuf;
|
|
SpriteParams sp = projectile_sprite_params(p, &spbuf);
|
|
spbuf.shader_params.vector[0] *= opacity;
|
|
sp.scale.as_cmplx = cwmulf(sp.scale.as_cmplx, scale);
|
|
|
|
r_draw_sprite(&sp);
|
|
}
|
|
|
|
ProjDrawRule pdraw_timeout_scalefade_exp(cmplxf scale0,
|
|
cmplxf scale1, float opacity0, float opacity1, float opacity_exp) {
|
|
if(cimagf(scale0) == 0) {
|
|
scale0 = CMPLXF(crealf(scale0), crealf(scale0));
|
|
}
|
|
|
|
if(cimagf(scale1) == 0) {
|
|
scale1 = CMPLXF(crealf(scale1), crealf(scale1));
|
|
}
|
|
|
|
return (ProjDrawRule) {
|
|
.func = pdraw_scalefade_func,
|
|
.args[0].as_cmplx = scale0,
|
|
.args[1].as_cmplx = scale1,
|
|
.args[2].as_float = { opacity0, opacity1 },
|
|
.args[3].as_float = { opacity_exp },
|
|
};
|
|
}
|
|
|
|
ProjDrawRule pdraw_timeout_scalefade(
|
|
cmplxf scale0, cmplxf scale1, float opacity0, float opacity1) {
|
|
return pdraw_timeout_scalefade_exp(scale0, scale1, opacity0, opacity1, 1.0f);
|
|
}
|
|
|
|
ProjDrawRule pdraw_timeout_scale(cmplxf scale0, cmplxf scale1) {
|
|
// TODO: specialized code path without fade component
|
|
return pdraw_timeout_scalefade(scale0, scale1, 1, 1);
|
|
}
|
|
|
|
ProjDrawRule pdraw_timeout_fade(float opacity0, float opacity1) {
|
|
// TODO: specialized code path without scale component
|
|
return pdraw_timeout_scalefade(1+I, 1+I, opacity0, opacity1);
|
|
}
|
|
|
|
static void pdraw_petal_func(Projectile *p, int t, ProjDrawRuleArgs args) {
|
|
vec3 rot_axis = {
|
|
args[0].as_float[0],
|
|
args[0].as_float[1],
|
|
args[1].as_float[0],
|
|
};
|
|
|
|
float rot_angle = args[1].as_float[1];
|
|
|
|
SpriteParamsBuffer spbuf;
|
|
SpriteParams sp = projectile_sprite_params(p, &spbuf);
|
|
glm_vec3_copy(rot_axis, sp.rotation.vector);
|
|
sp.rotation.angle = DEG2RAD*t*4.0f + rot_angle;
|
|
|
|
spbuf.shader_params.vector[0] *= (1.0f - projectile_timeout_factor(p));
|
|
|
|
r_disable(RCAP_CULL_FACE);
|
|
r_draw_sprite(&sp);
|
|
}
|
|
|
|
ProjDrawRule pdraw_petal(float rot_angle, vec3 rot_axis) {
|
|
glm_vec3_normalize(rot_axis);
|
|
float x = rot_axis[0];
|
|
float y = rot_axis[1];
|
|
float z = rot_axis[2];
|
|
|
|
return (ProjDrawRule) {
|
|
.func = pdraw_petal_func,
|
|
.args[0].as_float = { x, y },
|
|
.args[1].as_float = { z, rot_angle },
|
|
};
|
|
}
|
|
|
|
ProjDrawRule pdraw_petal_random(void) {
|
|
float x = rng_f32();
|
|
float y = rng_f32();
|
|
float z = rng_f32();
|
|
float rot_angle = rng_f32_angle();
|
|
|
|
return pdraw_petal(rot_angle, (vec3) { x, y, z });
|
|
}
|
|
|
|
void petal_explosion(int n, cmplx pos) {
|
|
for(int i = 0; i < n; i++) {
|
|
cmplx v = rng_dir();
|
|
v *= rng_range(3, 8);
|
|
real t = rng_real();
|
|
|
|
PARTICLE(
|
|
.sprite = "petal",
|
|
.pos = pos,
|
|
.color = RGBA(sin(5*t) * t, cos(5*t) * t, 0.5 * t, 0),
|
|
.move = move_asymptotic_simple(v, 5),
|
|
.draw_rule = pdraw_petal_random(),
|
|
.flags = (n % 2 ? 0 : PFLAG_REQUIREDPARTICLE) | PFLAG_MANUALANGLE,
|
|
.layer = LAYER_PARTICLE_PETAL,
|
|
);
|
|
}
|
|
}
|
|
|
|
void projectiles_preload(ResourceGroup *rg) {
|
|
const char *shaders[] = {
|
|
// This array defines a shader-based fallback draw order
|
|
"sprite_silhouette",
|
|
defaults_proj.shader,
|
|
defaults_part.shader,
|
|
"sprite_default",
|
|
};
|
|
|
|
const uint num_shaders = sizeof(shaders)/sizeof(*shaders);
|
|
|
|
for(uint i = 0; i < num_shaders; ++i) {
|
|
res_group_preload(rg, RES_SHADER_PROGRAM, RESF_DEFAULT, shaders[i], NULL);
|
|
}
|
|
|
|
// TODO: Maybe split this up into stage-specific preloads too?
|
|
// some of these are ubiquitous, but some only appear in very specific parts.
|
|
res_group_preload(rg, RES_SPRITE, RESF_DEFAULT,
|
|
"part/blast",
|
|
"part/bullet_flare",
|
|
"part/flare",
|
|
"part/graze",
|
|
"part/lightning0",
|
|
"part/lightning1",
|
|
"part/lightningball",
|
|
"part/petal",
|
|
"part/smoke",
|
|
"part/smoothdot",
|
|
"part/stain",
|
|
"part/stardust",
|
|
"part/stardust_green",
|
|
NULL);
|
|
|
|
res_group_preload(rg, RES_ANIM, RESF_DEFAULT,
|
|
"part/bullet_clear",
|
|
NULL);
|
|
|
|
res_group_preload(rg, RES_SFX, RESF_OPTIONAL,
|
|
"shot1",
|
|
"shot2",
|
|
"shot3",
|
|
"shot1_loop",
|
|
"shot_special1",
|
|
"redirect",
|
|
"warp",
|
|
NULL);
|
|
|
|
#define PP(name) (_pp_##name).preload(&_pp_##name, rg);
|
|
#include "projectile_prototypes/all.inc.h"
|
|
|
|
ht_create(&shader_sublayer_map);
|
|
|
|
for(uint i = 0; i < num_shaders; ++i) {
|
|
ht_set(&shader_sublayer_map, res_shader(shaders[i]), i + 1);
|
|
}
|
|
|
|
defaults_proj.shader_ptr = res_shader(defaults_proj.shader);
|
|
defaults_part.shader_ptr = res_shader(defaults_part.shader);
|
|
}
|
|
|
|
void projectiles_free(void) {
|
|
ht_destroy(&shader_sublayer_map);
|
|
#define PP(name) (_pp_##name).reset(&_pp_##name);
|
|
#include "projectile_prototypes/all.inc.h"
|
|
}
|