taisei/src/projectile.c

1092 lines
27 KiB
C

/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2019, Andrei Alexeyev <akari@taisei-project.org>.
*/
#include "taisei.h"
#include "projectile.h"
#include "global.h"
#include "list.h"
#include "stageobjects.h"
#include "util/glm.h"
#include "stage.h"
static ht_ptr2int_t shader_sublayer_map;
static ProjArgs defaults_proj = {
.sprite = "proj/",
.dest = &global.projs,
.type = PROJ_ENEMY,
.damage_type = DMG_ENEMY_SHOT,
.color = RGB(1, 1, 1),
.blend = BLEND_PREMUL_ALPHA,
.shader = "sprite_bullet",
.layer = LAYER_BULLET,
};
static ProjArgs defaults_part = {
.sprite = "part/",
.dest = &global.particles,
.type = PROJ_PARTICLE,
.damage_type = DMG_UNDEFINED,
.color = RGB(1, 1, 1),
.blend = BLEND_PREMUL_ALPHA,
.shader = "sprite_particle",
.layer = LAYER_PARTICLE_MID,
};
static void process_projectile_args(ProjArgs *args, ProjArgs *defaults) {
if(args->proto && args->proto->process_args) {
args->proto->process_args(args->proto, args);
return;
}
// TODO: move this stuff into prototypes along with the defaults?
if(args->sprite) {
args->sprite_ptr = prefix_get_sprite(args->sprite, defaults->sprite);
}
if(!args->shader_ptr) {
if(args->shader) {
args->shader_ptr = res_shader(args->shader);
} else {
args->shader_ptr = defaults->shader_ptr;
}
}
if(!args->draw_rule.func) {
args->draw_rule = pdraw_basic();
}
if(!args->blend) {
args->blend = defaults->blend;
}
if(!args->dest) {
args->dest = defaults->dest;
}
if(!args->type) {
args->type = defaults->type;
}
if(!args->color) {
args->color = defaults->color;
}
if(!args->max_viewport_dist && args->type == PROJ_PARTICLE) {
// TODO consider a saner value?
args->max_viewport_dist = 300;
}
if(!args->layer) {
if(args->type == PROJ_PLAYER) {
args->layer = LAYER_PLAYER_SHOT;
} else {
args->layer = defaults->layer;
}
}
if(args->damage_type == DMG_UNDEFINED) {
args->damage_type = defaults->damage_type;
if(args->type == PROJ_PLAYER && args->damage_type == DMG_ENEMY_SHOT) {
args->damage_type = DMG_PLAYER_SHOT;
}
}
if(args->scale == 0) {
args->scale = 1+I;
} else if(cimagf(args->scale) == 0) {
args->scale = CMPLXF(crealf(args->scale), crealf(args->scale));
}
if(args->opacity == 0) {
args->opacity = 1;
}
assert(args->type <= PROJ_PLAYER);
}
static void projectile_size(Projectile *p, double *w, double *h) {
if(p->type == PROJ_PARTICLE && p->sprite != NULL) {
*w = p->sprite->w;
*h = p->sprite->h;
} else {
*w = creal(p->size);
*h = cimag(p->size);
}
assert(*w > 0);
assert(*h > 0);
}
static Projectile *spawn_bullet_spawning_effect(Projectile *p);
// Returns true if projectile should be destroyed
static inline bool proj_update(Projectile *p, int t) {
bool destroy = false;
if(p->timeout > 0 && t >= p->timeout) {
destroy = true;
} else if(t >= 0) {
if(!(p->flags & PFLAG_NOMOVE)) {
move_update(&p->pos, &p->move);
}
if(p->flags & PFLAG_MANUALANGLE) {
p->angle += p->angle_delta;
} else {
cmplx delta_pos = p->pos - p->prevpos;
if(delta_pos) {
p->angle = carg(delta_pos) + p->angle_delta;
}
}
}
if(t == 1) {
// FIXME: not sure if this should happen before or after move_update,
// or maybe even directly at spawn.
spawn_bullet_spawning_effect(p);
}
return destroy;
}
void projectile_set_prototype(Projectile *p, ProjPrototype *proto) {
if(p->proto && p->proto->deinit_projectile) {
p->proto->deinit_projectile(p->proto, p);
}
if(proto && proto->init_projectile) {
proto->init_projectile(proto, p);
}
p->proto = proto;
}
cmplx projectile_graze_size(Projectile *p) {
if(
p->type == PROJ_ENEMY &&
!(p->flags & (PFLAG_NOGRAZE | PFLAG_NOCOLLISION)) &&
p->graze_counter < 3 &&
global.frames >= p->graze_cooldown
) {
cmplx s = (p->size * 420 /* graze it */) / (2 * p->graze_counter + 1);
return sqrt(creal(s)) + sqrt(cimag(s)) * I;
}
return 0;
}
float projectile_timeout_factor(Projectile *p) {
return p->timeout ? (global.frames - p->birthtime) / p->timeout : 0;
}
static double projectile_rect_area(Projectile *p) {
double w, h;
projectile_size(p, &w, &h);
return w * h;
}
void projectile_set_layer(Projectile *p, drawlayer_t layer) {
if(!(layer & LAYER_LOW_MASK)) {
drawlayer_low_t sublayer;
switch(p->type) {
case PROJ_ENEMY:
// 1. Large projectiles go below smaller ones.
sublayer = LAYER_LOW_MASK - (drawlayer_low_t)projectile_rect_area(p);
sublayer = (sublayer << 4) & LAYER_LOW_MASK;
// 2. Group by shader (hardcoded precedence).
sublayer |= ht_get(&shader_sublayer_map, p->shader, 0) & 0xf;
// If specific blending order is required, then you should set up the sublayer manually.
layer |= sublayer;
break;
case PROJ_PARTICLE:
// 1. Group by shader (hardcoded precedence).
sublayer = ht_get(&shader_sublayer_map, p->shader, 0) & 0xf;
sublayer <<= 4;
sublayer |= 0x100;
// If specific blending order is required, then you should set up the sublayer manually.
layer |= sublayer;
break;
default:
break;
}
}
p->ent.draw_layer = layer;
}
static void ent_draw_projectile(EntityInterface *ent);
static Projectile* _create_projectile(ProjArgs *args) {
if(IN_DRAW_CODE) {
log_fatal("Tried to spawn a projectile while in drawing code");
}
Projectile *p = objpool_acquire(&stage_object_pools.projectiles);
p->birthtime = global.frames;
p->pos = p->pos0 = p->prevpos = args->pos;
p->angle = args->angle;
p->angle_delta = args->angle_delta;
p->draw_rule = args->draw_rule;
p->shader = args->shader_ptr;
p->blend = args->blend;
p->sprite = args->sprite_ptr;
p->type = args->type;
p->color = *args->color;
p->max_viewport_dist = args->max_viewport_dist;
p->size = args->size;
p->collision_size = args->collision_size;
p->flags = args->flags;
p->timeout = args->timeout;
p->damage = args->damage;
p->damage_type = args->damage_type;
p->clear_flags = 0;
p->move = args->move;
p->scale = args->scale;
p->opacity = args->opacity;
p->ent.draw_func = ent_draw_projectile;
projectile_set_prototype(p, args->proto);
// p->collision_size *= 10;
// p->size *= 5;
if((p->type == PROJ_ENEMY || p->type == PROJ_PLAYER) && (creal(p->size) <= 0 || cimag(p->size) <= 0)) {
log_fatal("Tried to spawn a projectile with invalid size %f x %f", creal(p->size), cimag(p->size));
}
projectile_set_layer(p, args->layer);
if(!(p->flags & (PFLAG_MANUALANGLE | PFLAG_NOMOVE))) {
p->angle = carg(p->move.velocity) + p->angle_delta;
}
COEVENT_INIT_ARRAY(p->events);
ent_register(&p->ent, ENT_TYPE_ID(Projectile));
alist_append(args->dest, p);
return p;
}
Projectile* create_projectile(ProjArgs *args) {
process_projectile_args(args, &defaults_proj);
return _create_projectile(args);
}
Projectile* create_particle(ProjArgs *args) {
process_projectile_args(args, &defaults_part);
return _create_projectile(args);
}
#ifdef PROJ_DEBUG
Projectile* _proj_attach_dbginfo(Projectile *p, DebugInfo *dbg, const char *callsite_str) {
// log_debug("Spawn: [%s]", callsite_str);
memcpy(&p->debug, dbg, sizeof(DebugInfo));
set_debug_info(dbg);
return p;
}
#endif
static void signal_event_with_collision_result(Projectile *p, CoEvent *evt, ProjCollisionResult *col) {
assert(p->collision == NULL);
p->collision = col;
coevent_signal(evt);
assert(p->collision == col);
p->collision = NULL;
}
static void delete_projectile(ProjectileList *projlist, Projectile *p, ProjCollisionResult *col) {
signal_event_with_collision_result(p, &p->events.killed, col);
COEVENT_CANCEL_ARRAY(p->events);
ent_unregister(&p->ent);
objpool_release(&stage_object_pools.projectiles, alist_unlink(projlist, p));
}
static void *foreach_delete_projectile(ListAnchor *projlist, List *proj, void *arg) {
delete_projectile((ProjectileList*)projlist, (Projectile*)proj, arg);
return NULL;
}
void delete_projectiles(ProjectileList *projlist) {
alist_foreach(projlist, foreach_delete_projectile, NULL);
}
void calc_projectile_collision(Projectile *p, ProjCollisionResult *out_col) {
out_col->type = PCOL_NONE;
out_col->entity = NULL;
out_col->fatal = false;
out_col->location = p->pos;
out_col->damage.amount = p->damage;
out_col->damage.type = p->damage_type;
if(p->flags & PFLAG_NOCOLLISION) {
goto skip_collision;
}
if(p->type == PROJ_ENEMY) {
Ellipse e_proj = {
.axes = p->collision_size,
.angle = p->angle + M_PI/2,
};
LineSegment seg = {
.a = global.plr.pos - global.plr.velocity - p->prevpos,
.b = global.plr.pos - p->pos
};
#ifdef DEBUG
attr_unused real seglen2 = cabs2(seg.a - seg.b);
if(seglen2 > 30 * 30) {
attr_unused real seglen = sqrt(seglen2);
log_debug(
seglen > VIEWPORT_W
? "Lerp over HUGE distance %f; this is ABSOLUTELY a bug! Player speed was %f. Spawned at %s:%d (%s); proj time = %d"
: "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",
seglen,
cabs(global.plr.velocity),
p->debug.file,
p->debug.line,
p->debug.func,
global.frames - p->birthtime
);
}
#endif
if(lineseg_ellipse_intersect(seg, e_proj)) {
out_col->type = PCOL_ENTITY;
out_col->entity = &global.plr.ent;
out_col->fatal = !(p->flags & PFLAG_INDESTRUCTIBLE);
} else {
e_proj.axes = projectile_graze_size(p);
if(creal(e_proj.axes) > 1 && lineseg_ellipse_intersect(seg, e_proj)) {
out_col->type = PCOL_PLAYER_GRAZE;
out_col->entity = &global.plr.ent;
out_col->location = p->pos;
}
}
} else if(p->type == PROJ_PLAYER) {
for(Enemy *e = global.enemies.first; e; e = e->next) {
if(
!(e->flags & EFLAG_NO_HIT) &&
cabs2(e->pos - p->pos) < e->hit_radius * e->hit_radius
) {
out_col->type = PCOL_ENTITY;
out_col->entity = &e->ent;
out_col->fatal = !(p->flags & PFLAG_INDESTRUCTIBLE);
return;
}
}
if(
global.boss &&
boss_is_vulnerable(global.boss) &&
cabs2(global.boss->pos - p->pos) < 42 * 42
) {
out_col->type = PCOL_ENTITY;
out_col->entity = &global.boss->ent;
out_col->fatal = !(p->flags & PFLAG_INDESTRUCTIBLE);
}
}
skip_collision:
if(
out_col->type == PCOL_NONE &&
!(p->flags & PFLAG_NOAUTOREMOVE) &&
!projectile_in_viewport(p)
) {
out_col->type = PCOL_VOID;
out_col->fatal = true;
}
}
void apply_projectile_collision(ProjectileList *projlist, Projectile *p, ProjCollisionResult *col) {
signal_event_with_collision_result(p, &p->events.collision, col);
switch(col->type) {
case PCOL_NONE:
case PCOL_VOID:
break;
case PCOL_PLAYER_GRAZE: {
player_graze(ENT_CAST(col->entity, Player), col->location, 10 + 10 * p->graze_counter, 3 + p->graze_counter, &p->color);
p->graze_counter++;
p->graze_cooldown = global.frames + 12;
p->graze_counter_reset_timer = global.frames;
break;
}
case PCOL_ENTITY: {
ent_damage(col->entity, &col->damage);
break;
}
default:
UNREACHABLE;
}
if(col->fatal) {
delete_projectile(projlist, p, col);
}
}
static void ent_draw_projectile(EntityInterface *ent) {
Projectile *proj = ENT_CAST(ent, Projectile);
r_blend(proj->blend);
r_shader_ptr(proj->shader);
#ifdef PROJ_DEBUG
static Projectile prev_state;
memcpy(&prev_state, proj, sizeof(Projectile));
proj->draw_rule.func(proj, global.frames - proj->birthtime, proj->draw_rule.args);
if(memcmp(&prev_state, proj, sizeof(Projectile))) {
set_debug_info(&proj->debug);
log_fatal("Projectile modified its state in draw rule");
}
#else
proj->draw_rule.func(proj, global.frames - proj->birthtime, proj->draw_rule.args);
#endif
}
bool projectile_in_viewport(Projectile *proj) {
double w, h;
int e = proj->max_viewport_dist;
projectile_size(proj, &w, &h);
return !(creal(proj->pos) + w/2 + e < 0 || creal(proj->pos) - w/2 - e > VIEWPORT_W
|| cimag(proj->pos) + h/2 + e < 0 || cimag(proj->pos) - h/2 - e > VIEWPORT_H);
}
Projectile *spawn_projectile_collision_effect(Projectile *proj) {
if(proj->flags & PFLAG_NOCOLLISIONEFFECT) {
return NULL;
}
if(proj->sprite == NULL) {
return NULL;
}
return PARTICLE(
.sprite_ptr = proj->sprite,
.size = proj->size,
.pos = proj->pos,
.color = &proj->color,
.flags = proj->flags | PFLAG_NOREFLECT | PFLAG_REQUIREDPARTICLE,
.layer = LAYER_PARTICLE_HIGH,
.shader_ptr = proj->shader,
.draw_rule = pdraw_timeout_scale(2+I, 0.0001+I),
.angle = proj->angle,
.move = { .velocity = 5 * cdir(proj->angle), .retention = 0.95 },
.timeout = 10,
);
}
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"
}