b57445900f
* Use correctly scaled radial deadzones instead of naive per-axis deadzones * Option to adjust the "maximum zone" (upper deadzone) * Option to remap square input into circular. Unfortunately there's no nice way to detect which type the controller reports. We assume circular by default. * A more sensible sensitivity setting * Use a larger minimum deadzone when emulating key presses (e.g. in menus) * Adjusted key repeat to be less aggressive
1752 lines
44 KiB
C
1752 lines
44 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 "player.h"
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#include "projectile.h"
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#include "global.h"
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#include "plrmodes.h"
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#include "stage.h"
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#include "stagetext.h"
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#include "stagedraw.h"
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#include "stats.h"
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#include "entity.h"
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#include "util/glm.h"
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#include "replay/stage.h"
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#include "replay/struct.h"
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DEFINE_ENTITY_TYPE(PlayerIndicators, {
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Player *plr;
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struct {
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Sprite *focus;
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} sprites;
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float focus_alpha;
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int focus_time;
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});
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void player_init(Player *plr) {
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memset(plr, 0, sizeof(Player));
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plr->pos = PLR_SPAWN_POS;
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plr->lives = PLR_START_LIVES;
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plr->bombs = PLR_START_BOMBS;
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plr->point_item_value = PLR_START_PIV;
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plr->power_stored = 100;
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plr->deathtime = -1;
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plr->continuetime = -1;
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plr->bomb_triggertime = -1;
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plr->bomb_endtime = 0;
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plr->mode = plrmode_find(0, 0);
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}
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void player_stage_pre_init(Player *plr) {
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plr->recoverytime = 0;
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plr->respawntime = 0;
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plr->bomb_triggertime = -1;
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plr->bomb_endtime = 0;
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plr->deathtime = -1;
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plr->axis_lr = 0;
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plr->axis_ud = 0;
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}
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double player_property(Player *plr, PlrProperty prop) {
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return plr->mode->procs.property(plr, prop);
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}
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static void ent_draw_player(EntityInterface *ent);
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static DamageResult ent_damage_player(EntityInterface *ent, const DamageInfo *dmg);
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DECLARE_TASK(player_logic, { BoxedPlayer plr; });
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DECLARE_TASK(player_indicators, { BoxedPlayer plr; });
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void player_stage_post_init(Player *plr) {
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assert(plr->mode != NULL);
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// ensure the essential callbacks are there. other code tests only for the optional ones
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assert(plr->mode->procs.property != NULL);
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assert(plr->mode->character != NULL);
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assert(plr->mode->dialog != NULL);
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plrchar_render_bomb_portrait(plr->mode->character, &plr->bomb_portrait);
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aniplayer_create(&plr->ani, plrchar_player_anim(plr->mode->character), "main");
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plr->ent.draw_layer = LAYER_PLAYER;
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plr->ent.draw_func = ent_draw_player;
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plr->ent.damage_func = ent_damage_player;
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ent_register(&plr->ent, ENT_TYPE_ID(Player));
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COEVENT_INIT_ARRAY(plr->events);
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INVOKE_TASK_DELAYED(1, player_logic, ENT_BOX(plr));
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INVOKE_TASK_DELAYED(1, player_indicators, ENT_BOX(plr));
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if(plr->mode->procs.init != NULL) {
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plr->mode->procs.init(plr);
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}
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plr->extralife_threshold = player_next_extralife_threshold(plr->extralives_given);
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while(plr->points >= plr->extralife_threshold) {
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plr->extralife_threshold = player_next_extralife_threshold(++plr->extralives_given);
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}
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}
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void player_free(Player *plr) {
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COEVENT_CANCEL_ARRAY(plr->events);
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r_texture_destroy(plr->bomb_portrait.tex);
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aniplayer_free(&plr->ani);
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ent_unregister(&plr->ent);
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}
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static void player_full_power(Player *plr) {
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stage_clear_hazards(CLEAR_HAZARDS_ALL);
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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);
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}
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static int player_track_effective_power_change(Player *plr) {
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int old_effective = plr->_prev_effective_power;
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int new_effective = player_get_effective_power(plr);
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if(old_effective != new_effective) {
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plr->_prev_effective_power = new_effective;
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coevent_signal(&plr->events.effective_power_changed);
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}
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return new_effective;
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}
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bool player_set_power(Player *plr, short npow) {
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int old_stored = plr->power_stored;
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int new_stored = iclamp(npow, 0, PLR_MAX_POWER_STORED);
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plr->power_stored = new_stored;
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if(old_stored / 100 < new_stored / 100) {
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play_sfx("powerup");
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}
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bool change = old_stored != new_stored;
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if(change) {
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if(new_stored >= PLR_MAX_POWER_EFFECTIVE && old_stored < PLR_MAX_POWER_EFFECTIVE) {
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player_full_power(plr);
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}
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coevent_signal(&plr->events.stored_power_changed);
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}
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player_track_effective_power_change(plr);
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return change;
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}
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bool player_add_power(Player *plr, short pdelta) {
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return player_set_power(plr, plr->power_stored + pdelta);
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}
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int player_get_effective_power(Player *plr) {
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int p;
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if(player_is_powersurge_active(plr)) {
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p = plr->powersurge.player_power;
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} else {
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p = plr->power_stored;
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}
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return iclamp(p, 0, PLR_MAX_POWER_EFFECTIVE);
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}
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void player_move(Player *plr, cmplx delta) {
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delta *= player_property(plr, PLR_PROP_SPEED);
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plr->uncapped_velocity = delta;
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cmplx lastpos = plr->pos;
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cmplx ofs = CMPLX(PLR_MIN_BORDER_DIST, PLR_MIN_BORDER_DIST);
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cmplx vp = CMPLX(VIEWPORT_W, VIEWPORT_H);
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plr->pos = cwclamp(lastpos + delta, ofs, vp - ofs);
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plr->velocity = plr->pos - lastpos;
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}
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void player_draw_overlay(Player *plr) {
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float a = 1 - plr->bomb_cutin_alpha;
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if(a <= 0 || a >= 1) {
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return;
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}
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r_state_push();
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r_shader("sprite_default");
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float char_in = clamp(a * 1.5, 0, 1);
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float char_out = fmin(1, 2 - (2 * a));
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float char_opacity_in = 0.75 * fmin(1, a * 5);
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float char_opacity = char_opacity_in * char_out * char_out;
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float char_xofs = -20 * a;
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Sprite *char_spr = &plr->bomb_portrait;
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for(int i = 1; i <= 3; ++i) {
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float t = a * 200;
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float dur = 20;
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float start = 200 - dur * 5;
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float end = start + dur;
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float ofs = 0.2 * dur * (i - 1);
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float o = 1 - smoothstep(start + ofs, end + ofs, t);
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r_draw_sprite(&(SpriteParams) {
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.sprite_ptr = char_spr,
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.pos = { char_spr->w * 0.5 + VIEWPORT_W * pow(1 - char_in, 4 - i * 0.3) - i + char_xofs, VIEWPORT_H - char_spr->h * 0.5 },
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.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),
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.flip.x = true,
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.scale.both = 1.0 + 0.02 * (fmin(1, a * 1.2)) + i * 0.5 * pow(1 - o, 2),
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});
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}
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r_draw_sprite(&(SpriteParams) {
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.sprite_ptr = char_spr,
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.pos = { char_spr->w * 0.5 + VIEWPORT_W * pow(1 - char_in, 4) + char_xofs, VIEWPORT_H - char_spr->h * 0.5 },
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.color = RGBA_MUL_ALPHA(1, 1, 1, char_opacity * fmin(1, char_in * 2) * (1 - fmin(1, (1 - char_out) * 5))),
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.flip.x = true,
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.scale.both = 1.0 + 0.1 * (1 - char_out),
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});
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float spell_in = fmin(1, a * 3.0);
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float spell_out = fmin(1, 3 - (3 * a));
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float spell_opacity = fmin(1, a * 5) * spell_out * spell_out;
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float spell_x = 128 * (1 - pow(1 - spell_in, 5)) + (VIEWPORT_W + 256) * pow(1 - spell_in, 3);
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float spell_y = VIEWPORT_H - 128 * sqrt(a);
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Sprite *spell_spr = res_sprite("spell");
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r_draw_sprite(&(SpriteParams) {
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.sprite_ptr = spell_spr,
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.pos = { spell_x, spell_y },
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.color = color_mul_scalar(RGBA(1, 1, 1, spell_in * 0.5), spell_opacity),
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.scale.both = 3 - 2 * (1 - pow(1 - spell_in, 3)) + 2 * (1 - spell_out),
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});
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Font *font = res_font("standard");
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r_mat_mv_push();
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r_mat_mv_translate(spell_x - spell_spr->w * 0.5 + 10, spell_y + 5 - font_get_metrics(font)->descent, 0);
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TextParams tp = {
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// .pos = { spell_x - spell_spr->w * 0.5 + 10, spell_y + 5 - font_get_metrics(font)->descent },
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.shader = "text_hud",
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.font_ptr = font,
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.color = color_mul_scalar(RGBA(1, 1, 1, spell_in), spell_opacity),
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};
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r_mat_mv_push();
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r_mat_mv_scale(2 - 1 * spell_opacity, 2 - 1 * spell_opacity, 1);
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text_draw(plr->mode->spellcard_name, &tp);
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r_mat_mv_pop();
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r_mat_mv_pop();
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r_state_pop();
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}
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static void ent_draw_player(EntityInterface *ent) {
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Player *plr = ENT_CAST(ent, Player);
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if(plr->deathtime >= global.frames) {
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return;
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}
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if(plr->focus_circle_alpha) {
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r_draw_sprite(&(SpriteParams) {
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.sprite = "fairy_circle",
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.rotation.angle = DEG2RAD * global.frames * 10,
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.color = RGBA_MUL_ALPHA(1, 1, 1, 0.2 * plr->focus_circle_alpha),
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.pos = { creal(plr->pos), cimag(plr->pos) },
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});
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}
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Color c;
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if(!player_is_vulnerable(plr)) {
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float f = 0.3*sin(0.1*global.frames);
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c = *RGBA_MUL_ALPHA(1.0+f, 1.0, 1.0-f, 0.7+f);
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} else {
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c = *RGBA_MUL_ALPHA(1.0, 1.0, 1.0, 1.0);
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}
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r_draw_sprite(&(SpriteParams) {
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.sprite_ptr = aniplayer_get_frame(&plr->ani),
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.pos.as_cmplx = plr->pos,
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.color = &c,
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});
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}
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static void player_draw_indicators(EntityInterface *ent) {
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PlayerIndicators *indicators = ENT_CAST(ent, PlayerIndicators);
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Player *plr = indicators->plr;
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float focus_opacity = indicators->focus_alpha;
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int t = global.frames - indicators->focus_time;
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cmplxf pos = plr->pos;
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if(focus_opacity > 0) {
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float trans_frames = 12;
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float trans_factor = 1.0 - fminf(trans_frames, t) / trans_frames;
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float rot_speed = DEG2RAD * global.frames * (1.0f + 3.0f * trans_factor);
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float scale = 1.0f + trans_factor;
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SpriteParams sp = {
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.sprite_ptr = indicators->sprites.focus,
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.rotation.angle = rot_speed,
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.color = RGBA_MUL_ALPHA(1, 1, 1, focus_opacity),
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.pos.as_cmplx = pos,
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.scale.both = scale,
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};
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r_draw_sprite(&sp);
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sp.rotation.angle *= -1;
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r_draw_sprite(&sp);
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}
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float ps_opacity = 1.0;
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float ps_fill_factor = 1.0;
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if(player_is_powersurge_active(plr)) {
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ps_opacity *= clamp((global.frames - plr->powersurge.time.activated) / 30.0, 0, 1);
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} else if(plr->powersurge.time.expired == 0) {
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ps_opacity = 0;
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} else {
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ps_opacity *= (1 - clamp((global.frames - plr->powersurge.time.expired) / 40.0, 0, 1));
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ps_fill_factor = pow(ps_opacity, 2);
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}
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if(ps_opacity > 0) {
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r_state_push();
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r_mat_mv_push();
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r_mat_mv_translate(crealf(pos), cimagf(pos), 0);
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r_mat_mv_scale(140, 140, 0);
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r_shader("healthbar_radial");
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r_uniform_vec4_rgba("borderColor", RGBA(0.5, 0.5, 0.5, 0.5));
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r_uniform_vec4_rgba("glowColor", RGBA(0.5, 0.5, 0.5, 0.75));
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r_uniform_vec4_rgba("fillColor", RGBA(1.5, 0.5, 0.0, 0.75));
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r_uniform_vec4_rgba("altFillColor", RGBA(0.0, 0.5, 1.5, 0.75));
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r_uniform_vec4_rgba("coreFillColor", RGBA(0.8, 0.8, 0.8, 0.25));
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r_uniform_vec2("fill", plr->powersurge.positive * ps_fill_factor, plr->powersurge.negative * ps_fill_factor);
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r_uniform_float("opacity", ps_opacity);
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r_draw_quad();
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r_mat_mv_pop();
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r_state_pop();
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char buf[64];
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format_huge_num(0, plr->powersurge.bonus.baseline, sizeof(buf), buf);
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Font *fnt = res_font("monotiny");
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float x = crealf(pos);
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float y = cimagf(pos) + 80;
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float text_opacity = ps_opacity * 0.75;
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x += text_draw(buf, &(TextParams) {
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.shader = "text_hud",
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.font_ptr = fnt,
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.pos = { x, y },
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.color = RGBA_MUL_ALPHA(1.0, 1.0, 1.0, text_opacity),
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.align = ALIGN_CENTER,
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});
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snprintf(buf, sizeof(buf), " +%u", plr->powersurge.bonus.gain_rate);
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text_draw(buf, &(TextParams) {
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.shader = "text_hud",
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.font_ptr = fnt,
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.pos = { x, y },
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.color = RGBA_MUL_ALPHA(0.3, 0.6, 1.0, text_opacity),
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.align = ALIGN_LEFT,
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});
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r_shader("sprite_filled_circle");
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r_uniform_vec4("color_inner", 0, 0, 0, 0);
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r_uniform_vec4("color_outer", 0, 0, 0.1 * ps_opacity, 0.1 * ps_opacity);
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}
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}
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DEFINE_TASK(player_indicators) {
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PlayerIndicators *indicators = TASK_HOST_ENT(PlayerIndicators);
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indicators->plr = TASK_BIND(ARGS.plr);
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indicators->ent.draw_layer = LAYER_PLAYER_FOCUS;
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indicators->ent.draw_func = player_draw_indicators;
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indicators->sprites.focus = res_sprite("focus");
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Player *plr = indicators->plr;
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bool was_focused = false;
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bool is_focused = false;
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for(;;) {
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is_focused = (plr->inputflags & INFLAG_FOCUS) && player_is_alive(plr);
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if(is_focused && !was_focused) {
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indicators->focus_time = global.frames;
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indicators->focus_alpha = fminf(indicators->focus_alpha, 0.1f);
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}
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was_focused = is_focused;
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fapproach_p(&indicators->focus_alpha, is_focused, 1.0f/30.0f);
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YIELD;
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}
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}
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static void player_fail_spell(Player *plr) {
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Boss *boss = global.boss;
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if(!boss || global.stage->type == STAGE_SPELL) {
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return;
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}
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Attack *atk = boss->current;
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if(!atk || !attack_is_active(atk) || attack_was_failed(atk)) {
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return;
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}
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global.boss->current->failtime = global.frames;
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if(global.boss->current->type == AT_ExtraSpell) {
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boss_finish_current_attack(global.boss);
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}
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}
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bool player_should_shoot(Player *plr) {
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return
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(plr->inputflags & INFLAG_SHOT) &&
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!dialog_is_active(global.dialog) &&
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player_is_alive(&global.plr);
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}
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void player_placeholder_bomb_logic(Player *plr) {
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if(!player_is_bomb_active(plr)) {
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return;
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}
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DamageInfo dmg;
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dmg.amount = 100;
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dmg.type = DMG_PLAYER_BOMB;
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for(Enemy *en = global.enemies.first; en; en = en->next) {
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ent_damage(&en->ent, &dmg);
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}
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if(global.boss) {
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ent_damage(&global.boss->ent, &dmg);
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}
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stage_clear_hazards(CLEAR_HAZARDS_ALL);
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}
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static void player_powersurge_expired(Player *plr);
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|
|
|
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 = { creal(p->pos), cimag(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 = fmaxf(0, plr->powersurge.positive - lerp(PLR_POWERSURGE_POSITIVE_DRAIN_MIN, PLR_POWERSURGE_POSITIVE_DRAIN_MAX, plr->powersurge.positive));
|
|
plr->powersurge.negative = fmaxf(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", creal(p->pos), VIEWPORT_H - cimag(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 = fmax(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", creal(p->pos), VIEWPORT_H - cimag(p->pos));
|
|
r_uniform_vec2("clear_origin", creal(global.plr.pos), VIEWPORT_H - cimag(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(creal(direction));
|
|
int si = sign(cimag(direction));
|
|
|
|
player_updateinputflags_moveonly(plr,
|
|
(INFLAG_UP * (si == -1)) |
|
|
(INFLAG_DOWN * (si == 1)) |
|
|
(INFLAG_LEFT * (sr == -1)) |
|
|
(INFLAG_RIGHT * (sr == 1))
|
|
);
|
|
|
|
if(direction) {
|
|
plr->gamepadmove = true;
|
|
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(fmin(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(creal(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(creal(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);
|
|
}
|
|
}
|