513d613387
I would've preferred to just go with 4-spaces for indent and no tabs, but lao is a bit conservative about it. :^) Still, this is a ton better than mixing different styles all over the place, especially within the same file.
246 lines
5.6 KiB
C
246 lines
5.6 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) 2011-2018, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2018, Andrei Alexeyev <akari@alienslab.net>.
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*/
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#include "taisei.h"
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#include "item.h"
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#include "global.h"
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#include "list.h"
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#include "stageobjects.h"
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#include "objectpool_util.h"
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static Texture* item_tex(ItemType type) {
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static const char *const map[] = {
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[Power] = "items/power",
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[Point] = "items/point",
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[Life] = "items/life",
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[Bomb] = "items/bomb",
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[LifeFrag] = "items/lifefrag",
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[BombFrag] = "items/bombfrag",
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[BPoint] = "items/bullet_point",
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};
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// int cast to silence a WTF warning
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assert((int)type < sizeof(map)/sizeof(char*));
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return get_tex(map[type]);
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}
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static int item_prio(List *litem) {
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Item *item = (Item*)litem;
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return item->type;
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}
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Item* create_item(complex pos, complex v, ItemType type) {
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if((creal(pos) < 0 || creal(pos) > VIEWPORT_W)) {
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// we need this because we clamp the item position to the viewport boundary during motion
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// e.g. enemies that die offscreen shouldn't spawn any items inside the viewport
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return NULL;
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}
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Item *i = (Item*)objpool_acquire(stage_object_pools.items);
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list_insert_at_priority_tail(&global.items, i, type, item_prio);
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i->pos = pos;
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i->pos0 = pos;
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i->v = v;
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i->birthtime = global.frames;
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i->auto_collect = 0;
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i->type = type;
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return i;
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}
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void delete_item(Item *item) {
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objpool_release(stage_object_pools.items, (ObjectInterface*)list_unlink(&global.items, item));
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}
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Item* create_bpoint(complex pos) {
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Item *i = create_item(pos, 0, BPoint);
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if(i) {
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PARTICLE("flare", pos, 0, timeout, { 30 }, .draw_rule = Fade);
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i->auto_collect = 10;
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}
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return i;
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}
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void draw_items(void) {
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Color white = rgba(1, 1, 1, 1);
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Color prevc = white;
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for(Item *i = global.items; i; i = i->next) {
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Color c = rgba(1, 1, 1,
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i->type == BPoint && !i->auto_collect
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? clamp(2.0 - (global.frames - i->birthtime) / 60.0, 0.1, 1.0)
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: 1.0
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);
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if(prevc != c) {
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parse_color_call(c, glColor4f);
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prevc = c;
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}
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draw_texture_p(creal(i->pos), cimag(i->pos), item_tex(i->type));
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}
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if(prevc != white) {
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glColor4f(1, 1, 1, 1);
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}
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}
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void delete_items(void) {
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objpool_release_list(stage_object_pools.items, (List**)&global.items);
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}
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void move_item(Item *i) {
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int t = global.frames - i->birthtime;
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complex lim = 0 + 2.0*I;
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if(i->auto_collect) {
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i->pos -= (7+i->auto_collect)*cexp(I*carg(i->pos - global.plr.pos));
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} else {
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complex oldpos = i->pos;
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i->pos = i->pos0 + log(t/5.0 + 1)*5*(i->v + lim) + lim*t;
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complex v = i->pos - oldpos;
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double half = item_tex(i->type)->w/2.0;
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bool over = false;
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if((over = creal(i->pos) > VIEWPORT_W-half) || creal(i->pos) < half) {
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complex normal = over ? -1 : 1;
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v -= 2 * normal * (creal(normal)*creal(v));
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v = 1.5*creal(v) - I*fabs(cimag(v));
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i->pos = clamp(creal(i->pos), half, VIEWPORT_W-half) + I*cimag(i->pos);
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i->v = v;
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i->pos0 = i->pos;
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i->birthtime = global.frames;
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}
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}
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}
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void process_items(void) {
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Item *item = global.items, *del = NULL;
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int v;
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float r = 30;
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if(global.plr.inputflags & INFLAG_FOCUS)
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r *= 2;
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while(item != NULL) {
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if((item->type == Power && global.plr.power >= PLR_MAX_POWER) ||
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// just in case we ever have some weird spell that spawns those...
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(global.stage->type == STAGE_SPELL && (item->type == Life || item->type == Bomb))
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) {
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item->type = Point;
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}
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if(cabs(global.plr.pos - item->pos) < r) {
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item->auto_collect = 1;
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} else {
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bool plr_alive = global.plr.deathtime <= global.frames && global.plr.deathtime == -1;
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if((cimag(global.plr.pos) < POINT_OF_COLLECT && plr_alive)
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|| global.frames - global.plr.recovery < 0)
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item->auto_collect = 1;
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if(item->auto_collect && !plr_alive) {
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item->auto_collect = 0;
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item->pos0 = item->pos;
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item->birthtime = global.frames;
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item->v = -10*I + 5*nfrand();
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}
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}
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move_item(item);
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v = collision_item(item);
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if(v == 1) {
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switch(item->type) {
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case Power:
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player_set_power(&global.plr, global.plr.power + POWER_VALUE);
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play_sound("item_generic");
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break;
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case Point:
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player_add_points(&global.plr, 100);
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play_sound("item_generic");
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break;
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case BPoint:
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player_add_points(&global.plr, 1);
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play_sound("item_generic");
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break;
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case Life:
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player_add_lives(&global.plr, 1);
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break;
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case Bomb:
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player_add_bombs(&global.plr, 1);
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break;
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case LifeFrag:
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player_add_life_fragments(&global.plr, 1);
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break;
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case BombFrag:
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player_add_bomb_fragments(&global.plr, 1);
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break;
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}
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}
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if(v == 1 || creal(item->pos) < -9 || creal(item->pos) > VIEWPORT_W + 9
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|| cimag(item->pos) > VIEWPORT_H + 8 ) {
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del = item;
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item = item->next;
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delete_item(del);
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} else {
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item = item->next;
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}
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}
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}
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int collision_item(Item *i) {
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if(cabs(global.plr.pos - i->pos) < 10)
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return 1;
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return 0;
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}
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void spawn_item(complex pos, ItemType type) {
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tsrand_fill(2);
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create_item(pos, (12 + 6 * afrand(0)) * (cexp(I*(3*M_PI/2 + anfrand(1)*M_PI/11))), type);
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}
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void spawn_items(complex pos, ...) {
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va_list args;
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va_start(args, pos);
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ItemType type;
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while((type = va_arg(args, ItemType))) {
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int num = va_arg(args, int);
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for(int i = 0; i < num; ++i) {
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spawn_item(pos, type);
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}
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}
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va_end(args);
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}
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void items_preload(void) {
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preload_resources(RES_TEXTURE, RESF_PERMANENT,
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"items/power",
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"items/point",
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"items/life",
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"items/bomb",
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"items/lifefrag",
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"items/bombfrag",
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"items/bullet_point",
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NULL);
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preload_resources(RES_SFX, RESF_OPTIONAL,
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"item_generic",
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NULL);
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}
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