57f6d3dfd8
Allows to pass arbitrary data to draw callbacks. Groundwork for alternative fairy spawn animations.
147 lines
4.1 KiB
C
147 lines
4.1 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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#pragma once
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#include "taisei.h"
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#include "util.h"
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#include "projectile.h"
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#include "objectpool.h"
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#include "entity.h"
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#include "coroutine.h"
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#include "move.h"
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#include "resource/resource.h"
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#ifdef DEBUG
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#define ENEMY_DEBUG
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#endif
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#ifdef ENEMY_DEBUG
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#define IF_ENEMY_DEBUG(...) __VA_ARGS__
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#else
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#define IF_ENEMY_DEBUG(...)
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#endif
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typedef LIST_ANCHOR(Enemy) EnemyList;
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typedef enum EnemyFlag {
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EFLAG_KILLED = (1 << 0), // is dead, pending removal (internal)
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EFLAG_NO_HIT = (1 << 1), // can't be hit by player
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EFLAG_NO_HURT = (1 << 2), // can't hurt player
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EFLAG_NO_AUTOKILL = (1 << 3), // no autokill when out of bounds
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EFLAG_NO_VISUAL_CORRECTION = (1 << 4), // disable the slide-in hack for enemies spawning at screen edges
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EFLAG_NO_DEATH_EXPLOSION = (1 << 5), // don't explode on death; currently also disables bonus voltage on kill
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EFLAG_INVULNERABLE = (1 << 6), // can't be damaged by player (but can be hit)
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EFLAG_IMPENETRABLE = (1 << 7), // penetrating shots can't pass through (e.g. Marisa's laser)
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EFLAGS_GHOST =
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EFLAG_NO_HIT |
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EFLAG_NO_HURT |
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EFLAG_NO_AUTOKILL |
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EFLAG_NO_VISUAL_CORRECTION |
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EFLAG_NO_DEATH_EXPLOSION |
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EFLAG_INVULNERABLE |
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0,
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} EnemyFlag;
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typedef struct EnemyDrawParams {
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cmplx pos; // NOTE: subject to slide-in correction at screen edges
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int time;
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} EnemyDrawParams;
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typedef void (*EnemyDrawFunc)(Enemy*, EnemyDrawParams);
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typedef struct EnemyVisual {
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EnemyDrawFunc draw;
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void *drawdata;
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} EnemyVisual;
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#define ENEMY_NOVISUAL ((EnemyVisual) {})
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DEFINE_ENTITY_TYPE(Enemy, {
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cmplx pos;
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cmplx pos0;
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cmplx pos0_visual;
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MoveParams move;
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EnemyVisual visual;
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COEVENTS_ARRAY(
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predamage,
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damaged,
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killed
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) events;
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/*
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* This field is usually NULL except during handling of "predamage", "damaged", and "killed"
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* events.
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*
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* "Predamage" events are run any time something attempts to damage the enemy, before the
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* damage is applied. The event handler may modify the DamageInfo struct to affect the outcome.
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*
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* "Damaged" events are run after the damage has been applied. Immunities are not considered
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* successful applications. `damage_info` describes the damage that has been applied.
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*
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* If after the "damaged" event health drops to 0 or lower, the "killed" event is signaled and
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* the enemy is marked for removal. `damage_info` describes the cause of death.
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*
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* The "damaged" event is also signaled when an enemy is killed through non-damage means, such
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* as calling `enemy_kill()` directly. In that case, `damage_info` is NULL. This does NOT happen
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* if the enemy is auto-removed due to going out of bounds - if you want to catch that case,
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* watch for a cancelled "killed" event.
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*
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* `damage_info` is also NULL when handling a cancelled event of any type.
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*
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* The pointer becomes invalid as soon as the event handler yields.
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*/
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DamageInfo *damage_info;
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EnemyFlag flags;
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int birthtime;
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int dir;
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float spawn_hp;
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float hp;
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float hit_radius;
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float hurt_radius;
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float max_viewport_dist;
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bool moving;
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IF_ENEMY_DEBUG(
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DebugInfo debug;
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)
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});
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Enemy *create_enemy_p(EnemyList *enemies, cmplx pos, float hp, EnemyVisual visual);
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#ifdef ENEMY_DEBUG
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Enemy *_enemy_attach_dbginfo(Enemy *p, DebugInfo *dbg);
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#define create_enemy_p(...) _enemy_attach_dbginfo(create_enemy_p(__VA_ARGS__), _DEBUG_INFO_PTR_)
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#endif
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#define create_enemy(pos, hp, visual) \
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create_enemy_p(&global.enemies, pos, hp, visual)
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void delete_enemy(EnemyList *enemies, Enemy* enemy);
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void delete_enemies(EnemyList *enemies);
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void process_enemies(EnemyList *enemies);
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bool enemy_is_vulnerable(Enemy *enemy);
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bool enemy_is_targetable(Enemy *enemy);
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bool enemy_in_viewport(Enemy *enemy);
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float enemy_get_hurt_radius(Enemy *enemy);
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cmplx enemy_visual_pos(Enemy *enemy);
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void enemy_kill(Enemy *enemy);
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void enemy_kill_all(EnemyList *enemies);
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void enemies_preload(ResourceGroup *rg);
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