taisei/src/item.h
2023-04-29 20:01:50 +02:00

104 lines
2.2 KiB
C

/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2019, Andrei Alexeyev <akari@taisei-project.org>.
*/
#pragma once
#include "taisei.h"
#include "util.h"
#include "resource/resource.h"
#include "resource/texture.h"
#include "objectpool.h"
#include "entity.h"
typedef LIST_ANCHOR(Item) ItemList;
typedef enum {
// from least important to most important
// this affects the draw order
ITEM_PIV = 1,
ITEM_POINTS,
ITEM_POWER_MINI,
ITEM_POWER,
ITEM_SURGE,
ITEM_VOLTAGE,
ITEM_BOMB_FRAGMENT,
ITEM_LIFE_FRAGMENT,
ITEM_BOMB,
ITEM_LIFE,
ITEM_FIRST = ITEM_PIV,
ITEM_LAST = ITEM_LIFE,
} ItemType;
typedef union ItemCounts {
struct {
// CAUTION: must match enum order!
int piv;
int points;
int power_mini;
int power;
int surge;
int voltage;
int bomb_fragment;
int life_fragment;
int bomb;
int life;
};
int as_array[ITEM_LAST - ITEM_FIRST + 1];
} ItemCounts;
#define ITEMS(...) (&(const ItemCounts) { __VA_ARGS__ })
DEFINE_ENTITY_TYPE(Item, {
int birthtime;
int collecttime;
cmplx pos;
cmplx pos0;
int auto_collect;
ItemType type;
float pickup_value;
cmplx v;
});
Item *create_item(cmplx pos, cmplx v, ItemType type);
void delete_item(Item *item);
void delete_items(void);
Item *create_clear_item(cmplx pos, uint clear_flags);
void process_items(void);
void spawn_item(cmplx pos, ItemType type);
void spawn_and_collect_item(cmplx pos, ItemType type, float collect_value);
typedef struct SpawnItemsArgs {
ItemType type;
int count;
} SpawnItemsArgs;
void spawn_items(cmplx pos, SpawnItemsArgs groups[]);
void spawn_and_collect_items(cmplx pos, float collect_value, SpawnItemsArgs groups[]);
#define spawn_items(pos, ...) \
spawn_items(pos, ((SpawnItemsArgs[]) { __VA_ARGS__, { 0 } }))
#define spawn_and_collect_items(pos, collect_value, ...) \
spawn_and_collect_items(pos, collect_value, ((SpawnItemsArgs[]) { __VA_ARGS__, 0 }))
bool collect_item(Item *item, float value);
void collect_all_items(float value);
void items_preload(ResourceGroup *rg);
#define POWER_VALUE 5
#define POWER_VALUE_MINI 1
#define ITEM_MAX_VALUE 1.0
#define ITEM_MIN_VALUE 0.1