812 lines
19 KiB
C
812 lines
19 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 "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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void player_init(Player *plr) {
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memset(plr, 0, sizeof(Player));
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plr->pos = VIEWPORT_W/2 + I*(VIEWPORT_H-64);
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plr->lives = PLR_START_LIVES;
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plr->bombs = PLR_START_BOMBS;
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plr->deathtime = -1;
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plr->continuetime = -1;
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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->recovery = 0;
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plr->respawntime = 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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plrmode_preload(plr->mode);
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}
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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.shot != NULL);
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assert(plr->mode->procs.bomb != NULL);
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delete_enemies(&global.plr.slaves);
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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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aniplayer_create(&plr->ani, get_ani(plr->mode->character->player_sprite_name));
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}
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void player_free(Player *plr) {
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if(plr->mode->procs.free) {
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plr->mode->procs.free(plr);
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}
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}
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static void player_full_power(Player *plr) {
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play_sound("full_power");
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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, AL_Center, &_fonts.mainmenu, rgb(1, 1, 1), 0, 60, 20, 20);
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}
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bool player_set_power(Player *plr, short npow) {
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npow = clamp(npow, 0, PLR_MAX_POWER);
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if(plr->mode->procs.power) {
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plr->mode->procs.power(plr, npow);
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}
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int oldpow = plr->power;
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plr->power = npow;
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if(oldpow / 100 < npow / 100) {
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play_sound("powerup");
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}
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if(plr->power == PLR_MAX_POWER && oldpow < PLR_MAX_POWER) {
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player_full_power(plr);
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}
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return oldpow != plr->power;
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}
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void player_move(Player *plr, complex delta) {
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float speed = 0.01*VIEWPORT_W;
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if(plr->inputflags & INFLAG_FOCUS) {
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speed /= 2.0;
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}
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if(plr->mode->procs.speed_mod) {
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speed = plr->mode->procs.speed_mod(plr, speed);
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}
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delta *= speed;
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complex lastpos = plr->pos;
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double x = clamp(creal(plr->pos) + creal(delta), PLR_MIN_BORDER_DIST, VIEWPORT_W - PLR_MIN_BORDER_DIST);
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double y = clamp(cimag(plr->pos) + cimag(delta), PLR_MIN_BORDER_DIST, VIEWPORT_H - PLR_MIN_BORDER_DIST);
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plr->pos = x + y*I;
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complex realdir = plr->pos - lastpos;
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if(cabs(realdir)) {
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plr->lastmovedir = realdir / cabs(realdir);
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}
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}
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void player_draw(Player* plr) {
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// FIXME: death animation?
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if(plr->deathtime > global.frames)
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return;
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draw_enemies(plr->slaves);
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glPushMatrix();
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glTranslatef(creal(plr->pos), cimag(plr->pos), 0);
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if(plr->focus) {
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glPushMatrix();
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glRotatef(global.frames*10, 0, 0, 1);
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glScalef(1, 1, 1);
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glColor4f(1, 1, 1, 0.2 * (clamp(plr->focus, 0, 15) / 15.0));
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draw_texture(0, 0, "fairy_circle");
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glColor4f(1,1,1,1);
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glPopMatrix();
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}
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int clr_changed = 0;
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if(global.frames - abs(plr->recovery) < 0 && (global.frames/8)&1) {
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glColor4f(0.4,0.4,1,0.9);
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clr_changed = 1;
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}
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aniplayer_play(&plr->ani,0,0);
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if(clr_changed)
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glColor3f(1,1,1);
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if(plr->focus) {
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glPushMatrix();
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glColor4f(1, 1, 1, plr->focus / 30.0);
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glRotatef(global.frames, 0, 0, -1);
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draw_texture(0, 0, "focus");
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glColor4f(1, 1, 1, 1);
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glPopMatrix();
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}
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glPopMatrix();
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}
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static void player_fail_spell(Player *plr) {
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if( !global.boss ||
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!global.boss->current ||
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global.boss->current->finished ||
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global.boss->current->failtime ||
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global.boss->current->starttime >= global.frames ||
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global.stage->type == STAGE_SPELL
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) {
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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, bool extra) {
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return (plr->inputflags & INFLAG_SHOT) && !global.dialog &&
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(!extra || (global.frames - plr->recovery >= 0 && plr->deathtime >= -1));
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}
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void player_logic(Player* plr) {
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if(plr->continuetime == global.frames) {
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plr->lives = PLR_START_LIVES;
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plr->bombs = PLR_START_BOMBS;
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plr->life_fragments = 0;
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plr->bomb_fragments = 0;
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plr->continues_used += 1;
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player_set_power(plr, 0);
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stage_clear_hazards(CLEAR_HAZARDS_ALL);
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spawn_items(plr->deathpos, Power, (int)ceil(PLR_MAX_POWER/(double)POWER_VALUE), NULL);
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}
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process_enemies(&plr->slaves);
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aniplayer_update(&plr->ani);
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if(plr->deathtime < -1) {
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plr->deathtime++;
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plr->pos -= I;
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stage_clear_hazards(CLEAR_HAZARDS_ALL | CLEAR_HAZARDS_NOW);
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return;
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}
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plr->focus = approach(plr->focus, (plr->inputflags & INFLAG_FOCUS) ? 30 : 0, 1);
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if(plr->mode->procs.think) {
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plr->mode->procs.think(plr);
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}
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if(player_should_shoot(plr, false)) {
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plr->mode->procs.shot(plr);
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}
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if(global.frames == plr->deathtime) {
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player_realdeath(plr);
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} else if(plr->deathtime > global.frames) {
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stage_clear_hazards(CLEAR_HAZARDS_ALL | CLEAR_HAZARDS_NOW);
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}
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if(global.frames - plr->recovery < 0) {
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if(plr->bombcanceltime) {
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int bctime = plr->bombcanceltime + plr->bombcanceldelay;
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if(bctime <= global.frames) {
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plr->recovery = global.frames;
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plr->bombcanceltime = 0;
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plr->bombcanceldelay = 0;
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return;
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}
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}
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const int damage = 100;
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for(Enemy *en = global.enemies; en; en = en->next) {
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if(en->hp > ENEMY_IMMUNE) {
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en->hp -= damage;
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}
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}
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if(global.boss) {
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boss_damage(global.boss, damage);
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}
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stage_clear_hazards(CLEAR_HAZARDS_ALL);
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player_fail_spell(plr);
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}
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}
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bool player_bomb(Player *plr) {
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if(global.boss && global.boss->current && global.boss->current->type == AT_ExtraSpell)
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return false;
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if(global.frames - plr->recovery >= 0 && (plr->bombs > 0 || plr->iddqd) && global.frames - plr->respawntime >= 60) {
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player_fail_spell(plr);
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stage_clear_hazards(CLEAR_HAZARDS_ALL);
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plr->mode->procs.bomb(plr);
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plr->bombs--;
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if(plr->deathtime > 0) {
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plr->deathtime = -1;
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if(plr->bombs)
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plr->bombs--;
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}
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if(plr->bombs < 0) {
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plr->bombs = 0;
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}
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plr->recovery = global.frames + BOMB_RECOVERY;
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plr->bombcanceltime = 0;
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plr->bombcanceldelay = 0;
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return true;
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}
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return false;
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}
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void player_cancel_bomb(Player *plr, int delay) {
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if(global.frames - plr->recovery >= 0) {
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// not bombing
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return;
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}
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if(plr->bombcanceltime) {
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int canceltime_queued = plr->bombcanceltime + plr->bombcanceldelay;
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int canceltime_requested = global.frames + delay;
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if(canceltime_queued > canceltime_requested) {
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plr->bombcanceldelay -= (canceltime_queued - canceltime_requested);
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}
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} else {
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plr->bombcanceltime = global.frames;
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plr->bombcanceldelay = delay;
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}
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}
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double player_get_bomb_progress(Player *plr, double *out_speed) {
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if(global.frames - plr->recovery >= 0) {
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if(out_speed != NULL) {
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*out_speed = 1.0;
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}
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return 1;
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}
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int start_time = plr->recovery - BOMB_RECOVERY;
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int end_time = plr->recovery;
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if(!plr->bombcanceltime || plr->bombcanceltime + plr->bombcanceldelay >= end_time) {
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if(out_speed != NULL) {
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*out_speed = 1.0;
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}
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return (BOMB_RECOVERY - (end_time - global.frames))/(double)BOMB_RECOVERY;
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}
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int cancel_time = plr->bombcanceltime + plr->bombcanceldelay;
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int passed_time = plr->bombcanceltime - start_time;
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int shortened_total_time = (BOMB_RECOVERY - passed_time) - (end_time - cancel_time);
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int shortened_passed_time = (global.frames - plr->bombcanceltime);
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double passed_fraction = passed_time / (double)BOMB_RECOVERY;
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double shortened_fraction = shortened_passed_time / (double)shortened_total_time;
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shortened_fraction *= (1 - passed_fraction);
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if(out_speed != NULL) {
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*out_speed = (BOMB_RECOVERY - passed_time) / (double)shortened_total_time;
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}
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return passed_fraction + shortened_fraction;
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}
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void player_realdeath(Player *plr) {
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plr->deathtime = -DEATH_DELAY-1;
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plr->respawntime = global.frames;
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plr->inputflags &= ~INFLAGS_MOVE;
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plr->deathpos = plr->pos;
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plr->pos = VIEWPORT_W/2 + VIEWPORT_H*I+30.0*I;
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plr->recovery = -(global.frames + DEATH_DELAY + 150);
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stage_clear_hazards(CLEAR_HAZARDS_ALL);
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player_fail_spell(plr);
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if(global.stage->type != STAGE_SPELL && global.boss && global.boss->current && global.boss->current->type == AT_ExtraSpell) {
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// deaths in extra spells "don't count"
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return;
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}
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int drop = max(2, (plr->power * 0.15) / POWER_VALUE);
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spawn_items(plr->deathpos, Power, drop, NULL);
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player_set_power(plr, plr->power * 0.7);
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plr->bombs = PLR_START_BOMBS;
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plr->bomb_fragments = 0;
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if(plr->lives-- == 0 && global.replaymode != REPLAY_PLAY) {
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stage_gameover();
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}
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}
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void player_death(Player *plr) {
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if(plr->iddqd)
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return;
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if(plr->deathtime == -1 && global.frames - abs(plr->recovery) > 0) {
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play_sound("death");
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for(int i = 0; i < 20; i++) {
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tsrand_fill(2);
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PARTICLE(
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.texture = "flare",
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.pos = plr->pos,
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.rule = timeout_linear,
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.draw_rule = Shrink,
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.args = { 40, (3+afrand(0)*7)*cexp(I*tsrand_a(1)) },
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.flags = PFLAG_NOREFLECT,
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);
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}
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stage_clear_hazards(CLEAR_HAZARDS_ALL);
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PARTICLE(
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.texture = "blast",
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.pos = plr->pos,
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.color = rgba(1.0, 0.3, 0.3, 0.5),
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.rule = timeout,
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.draw_rule = GrowFade,
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.args = { 35, 2.4 },
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.flags = PFLAG_DRAWADD | PFLAG_NOREFLECT | PFLAG_REQUIREDPARTICLE,
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);
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plr->deathtime = global.frames + DEATHBOMB_TIME;
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}
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}
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static PlrInputFlag key_to_inflag(KeyIndex key) {
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switch(key) {
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case KEY_UP: return INFLAG_UP;
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case KEY_DOWN: return INFLAG_DOWN;
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case KEY_LEFT: return INFLAG_LEFT;
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case KEY_RIGHT: return INFLAG_RIGHT;
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case KEY_FOCUS: return INFLAG_FOCUS;
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case KEY_SHOT: return INFLAG_SHOT;
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case KEY_SKIP: return INFLAG_SKIP;
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default: return 0;
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}
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}
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bool player_updateinputflags(Player *plr, PlrInputFlag flags) {
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if(flags == plr->inputflags) {
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return false;
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}
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plr->inputflags = flags;
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return true;
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}
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bool player_updateinputflags_moveonly(Player *plr, PlrInputFlag flags) {
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return player_updateinputflags(plr, (flags & INFLAGS_MOVE) | (plr->inputflags & ~INFLAGS_MOVE));
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}
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bool player_setinputflag(Player *plr, KeyIndex key, bool mode) {
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PlrInputFlag newflags = plr->inputflags;
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PlrInputFlag keyflag = key_to_inflag(key);
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if(!keyflag) {
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return false;
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}
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if(mode) {
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newflags |= keyflag;
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} else {
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newflags &= ~keyflag;
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}
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return player_updateinputflags(plr, newflags);
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}
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static bool player_set_axis(int *aptr, uint16_t value) {
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int16_t new = (int16_t)value;
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if(*aptr == new) {
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return false;
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}
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*aptr = new;
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return true;
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}
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void player_event(Player *plr, uint8_t type, uint16_t value, bool *out_useful, bool *out_cheat) {
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bool useful = true;
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bool cheat = false;
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bool is_replay = global.replaymode == REPLAY_PLAY;
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switch(type) {
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case EV_PRESS:
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if(global.dialog && (value == KEY_SHOT || value == KEY_BOMB)) {
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useful = page_dialog(&global.dialog);
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break;
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}
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switch(value) {
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case KEY_BOMB:
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useful = player_bomb(plr);
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if(!useful && plr->iddqd) {
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// smooth bomb cancellation test
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player_cancel_bomb(plr, 60);
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useful = true;
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}
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break;
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case KEY_IDDQD:
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plr->iddqd = !plr->iddqd;
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cheat = true;
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break;
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case KEY_POWERUP:
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useful = player_set_power(plr, plr->power + 100);
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cheat = true;
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break;
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case KEY_POWERDOWN:
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useful = player_set_power(plr, plr->power - 100);
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cheat = true;
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break;
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default:
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useful = player_setinputflag(plr, value, true);
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break;
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}
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break;
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case EV_RELEASE:
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useful = player_setinputflag(plr, value, false);
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break;
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case EV_AXIS_LR:
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useful = player_set_axis(&plr->axis_lr, value);
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break;
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case EV_AXIS_UD:
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useful = player_set_axis(&plr->axis_ud, value);
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break;
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case EV_INFLAGS:
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useful = player_updateinputflags(plr, value);
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break;
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case EV_CONTINUE:
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// continuing in the same frame will desync the replay,
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// so schedule it for the next one
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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(is_replay) {
|
|
if(!useful) {
|
|
log_warn("Useless event in replay: [%i:%02x:%04x]", global.frames, type, value);
|
|
}
|
|
|
|
if(cheat) {
|
|
log_warn("Cheat event in replay: [%i:%02x:%04x]", global.frames, type, value);
|
|
|
|
if( !(global.replay.flags & REPLAY_GFLAG_CHEATS) ||
|
|
!(global.replay_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 && (
|
|
!(global.replay.flags & REPLAY_GFLAG_CONTINUES) ||
|
|
!(global.replay_stage->flags & REPLAY_SFLAG_CONTINUES))) {
|
|
log_warn("Continue event in replay: [%i:%02x:%04x], but this replay was not properly continue-flagged", global.frames, type, value);
|
|
}
|
|
}
|
|
|
|
if(out_useful) {
|
|
*out_useful = useful;
|
|
}
|
|
|
|
if(out_cheat) {
|
|
*out_cheat = cheat;
|
|
}
|
|
}
|
|
|
|
bool player_event_with_replay(Player *plr, uint8_t type, uint16_t value) {
|
|
bool useful, cheat;
|
|
assert(global.replaymode == REPLAY_RECORD);
|
|
|
|
if(config_get_int(CONFIG_SHOT_INVERTED) && value == KEY_SHOT && (type == EV_PRESS || type == EV_RELEASE)) {
|
|
type = type == EV_PRESS ? EV_RELEASE : EV_PRESS;
|
|
}
|
|
|
|
player_event(plr, type, value, &useful, &cheat);
|
|
|
|
if(useful) {
|
|
replay_stage_event(global.replay_stage, global.frames, type, value);
|
|
|
|
if(type == EV_CONTINUE) {
|
|
global.replay.flags |= REPLAY_GFLAG_CONTINUES;
|
|
global.replay_stage->flags |= REPLAY_SFLAG_CONTINUES;
|
|
}
|
|
|
|
if(cheat) {
|
|
global.replay.flags |= REPLAY_GFLAG_CHEATS;
|
|
global.replay_stage->flags |= REPLAY_SFLAG_CHEATS;
|
|
}
|
|
|
|
return true;
|
|
} else {
|
|
log_debug("Useless event discarded: [%i:%02x:%04x]", global.frames, type, value);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// free-axis movement
|
|
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;
|
|
}
|
|
|
|
complex 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 void player_ani_moving(Player *plr, bool moving, bool dir) {
|
|
plr->ani.stdrow = !moving;
|
|
plr->ani.mirrored = dir;
|
|
}
|
|
|
|
void player_applymovement(Player *plr) {
|
|
if(plr->deathtime < -1)
|
|
return;
|
|
|
|
bool gamepad = player_applymovement_gamepad(plr);
|
|
player_ani_moving(plr,false,false);
|
|
|
|
int up = plr->inputflags & INFLAG_UP,
|
|
down = plr->inputflags & INFLAG_DOWN,
|
|
left = plr->inputflags & INFLAG_LEFT,
|
|
right = plr->inputflags & INFLAG_RIGHT;
|
|
|
|
if(left && !right) {
|
|
player_ani_moving(plr,true,true);
|
|
} else if(right && !left) {
|
|
player_ani_moving(plr,true,false);
|
|
}
|
|
|
|
if(gamepad)
|
|
return;
|
|
|
|
complex direction = 0;
|
|
|
|
if(up) direction -= 1.0*I;
|
|
if(down) direction += 1.0*I;
|
|
if(left) direction -= 1;
|
|
if(right) direction += 1;
|
|
|
|
if(cabs(direction))
|
|
direction /= cabs(direction);
|
|
|
|
if(direction)
|
|
player_move(&global.plr, direction);
|
|
}
|
|
|
|
void player_fix_input(Player *plr) {
|
|
// 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_with_replay(plr, EV_INFLAGS, newflags);
|
|
}
|
|
|
|
int axis_lr = gamepad_player_axis_value(PLRAXIS_LR);
|
|
int axis_ud = gamepad_player_axis_value(PLRAXIS_UD);
|
|
|
|
if(plr->axis_lr != axis_lr) {
|
|
player_event_with_replay(plr, EV_AXIS_LR, axis_lr);
|
|
}
|
|
|
|
if(plr->axis_ud != axis_ud) {
|
|
player_event_with_replay(plr, EV_AXIS_UD, axis_ud);
|
|
}
|
|
}
|
|
|
|
void player_graze(Player *plr, complex pos, int pts, int effect_intensity) {
|
|
if(!(++plr->graze)) {
|
|
log_warn("Graze counter overflow");
|
|
plr->graze = 0xffff;
|
|
}
|
|
|
|
player_add_points(plr, pts);
|
|
play_sound("graze");
|
|
|
|
for(int i = 0; i < effect_intensity; ++i) {
|
|
tsrand_fill(3);
|
|
|
|
PARTICLE(
|
|
.texture = "flare",
|
|
.pos = pos,
|
|
.rule = timeout_linear,
|
|
.draw_rule = Shrink,
|
|
.args = { 5 + 5 * afrand(2), (1+afrand(0)*5)*cexp(I*M_PI*2*afrand(1)) },
|
|
.flags = PFLAG_NOREFLECT,
|
|
);
|
|
}
|
|
}
|
|
|
|
static void player_add_fragments(Player *plr, int frags, int *pwhole, int *pfrags, int maxfrags, int maxwhole, const char *fragsnd, const char *upsnd) {
|
|
if(*pwhole >= maxwhole) {
|
|
return;
|
|
}
|
|
|
|
*pfrags += frags;
|
|
int up = *pfrags / maxfrags;
|
|
|
|
*pwhole += up;
|
|
*pfrags %= maxfrags;
|
|
|
|
if(up) {
|
|
play_sound(upsnd);
|
|
}
|
|
|
|
if(frags) {
|
|
// FIXME: when we have the extra life/bomb sounds,
|
|
// don't play this if upsnd was just played.
|
|
play_sound(fragsnd);
|
|
}
|
|
|
|
if(*pwhole >= maxwhole) {
|
|
*pwhole = maxwhole;
|
|
*pfrags = 0;
|
|
}
|
|
}
|
|
|
|
void player_add_life_fragments(Player *plr, int frags) {
|
|
player_add_fragments(plr, frags, &plr->lives, &plr->life_fragments, PLR_MAX_LIFE_FRAGMENTS, PLR_MAX_LIVES,
|
|
"item_generic", // FIXME: replacement needed
|
|
"extra_life"
|
|
);
|
|
}
|
|
|
|
void player_add_bomb_fragments(Player *plr, int frags) {
|
|
player_add_fragments(plr, frags, &plr->bombs, &plr->bomb_fragments, PLR_MAX_BOMB_FRAGMENTS, PLR_MAX_BOMBS,
|
|
"item_generic", // FIXME: replacement needed
|
|
"extra_bomb"
|
|
);
|
|
}
|
|
|
|
void player_add_lives(Player *plr, int lives) {
|
|
player_add_life_fragments(plr, PLR_MAX_LIFE_FRAGMENTS);
|
|
}
|
|
|
|
void player_add_bombs(Player *plr, int bombs) {
|
|
player_add_bomb_fragments(plr, PLR_MAX_BOMB_FRAGMENTS);
|
|
}
|
|
|
|
|
|
static void try_spawn_bonus_item(Player *plr, ItemType type, unsigned int oldpoints, unsigned int reqpoints) {
|
|
int items = plr->points / reqpoints - oldpoints / reqpoints;
|
|
|
|
if(items > 0) {
|
|
complex p = creal(plr->pos);
|
|
create_item(p, -5*I, type);
|
|
spawn_items(p, type, --items, NULL);
|
|
}
|
|
}
|
|
|
|
void player_add_points(Player *plr, unsigned int points) {
|
|
unsigned int old = plr->points;
|
|
plr->points += points;
|
|
|
|
if(global.stage->type != STAGE_SPELL) {
|
|
try_spawn_bonus_item(plr, LifeFrag, old, PLR_SCORE_PER_LIFE_FRAG);
|
|
try_spawn_bonus_item(plr, BombFrag, old, PLR_SCORE_PER_BOMB_FRAG);
|
|
}
|
|
}
|
|
|
|
void player_preload(void) {
|
|
const int flags = RESF_DEFAULT;
|
|
|
|
preload_resources(RES_TEXTURE, flags,
|
|
"focus",
|
|
"fairy_circle",
|
|
NULL);
|
|
|
|
preload_resources(RES_SFX, flags | RESF_OPTIONAL,
|
|
"graze",
|
|
"death",
|
|
"generic_shot",
|
|
"powerup",
|
|
"full_power",
|
|
"extra_life",
|
|
"extra_bomb",
|
|
NULL);
|
|
}
|