taisei/src/dialog.c
Andrei Alexeyev eb43370c1d
Give projectiles EVENT_BIRTH and call them with t==0 more consistently
The only case of t==0 being skipped is if the projectile was somehow
created after the projectile processing loop for this frame has been
finished. Currently that is only possible if a particle spawns a
non-particle projectile, which, ideally, should never happen. The same
problem exists with other types of entities. For example, if you have a
funny projectile rule that spawns an Enemy, that Enemy will have the 0th
frame skipped. One way to fix this is to maintain a list of all entities
in the game and process them all in a single loop, where newly spawned
entities would be appended to the tail of the list. This is also
probably the only good way to fix this, too.

Handling of all projectile events has been made mandatory to facilitate
easier debugging of subtle and/or hard to track bugs. If t<0, then the
projectile rule MUST return ACTION_ACK, signifying that it acknowledged
the event and handled it appropriately. Otherwise, it SHOULD return
ACTION_NONE or ACTION_DESTROY. In a perfect world, those just wouldn't
be conflated in the same function with update logic.

I've also cleaned up the stage_logic routine a bit. Moved most of the
dialog handling into dialog.c and gave higher priority to boss
processing. The later is currently necessary to let boss-spawned
projectiles and particles to get called with t==0.
2018-05-16 02:38:47 +03:00

174 lines
3.8 KiB
C

/*
* This software is licensed under the terms of the MIT-License
* See COPYING for further information.
* ---
* Copyright (c) 2011-2018, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2018, Andrei Alexeyev <akari@alienslab.net>.
*/
#include "taisei.h"
#include "dialog.h"
#include "global.h"
#include <stdlib.h>
#include <string.h>
Dialog *create_dialog(const char *left, const char *right) {
Dialog *d = malloc(sizeof(Dialog));
memset(d, 0, sizeof(Dialog));
if(left) {
d->images[Left] = get_sprite(left);
}
if(right) {
d->images[Right] = get_sprite(right);
}
d->page_time = global.frames;
d->birthtime = global.frames;
return d;
}
void dset_image(Dialog *d, Side side, const char *name) {
d->images[side] = get_sprite(name);
}
DialogMessage* dadd_msg(Dialog *d, Side side, const char *msg) {
d->messages = realloc(d->messages, (++d->count)*sizeof(DialogMessage));
d->messages[d->count-1].side = side;
d->messages[d->count-1].msg = malloc(strlen(msg) + 1);
d->messages[d->count-1].timeout = 0;
strlcpy(d->messages[d->count-1].msg, msg, strlen(msg) + 1);
return &d->messages[d->count-1];
}
void delete_dialog(Dialog *d) {
int i;
for(i = 0; i < d->count; i++)
free(d->messages[i].msg);
free(d->messages);
free(d);
}
void draw_dialog(Dialog *dialog) {
CullFaceMode cull_saved = r_cull_current();
r_mat_push();
r_mat_translate(VIEWPORT_W/2.0, VIEWPORT_H*3.0/4.0, 0);
int i;
for(i = 0; i < 2; i++) {
r_mat_push();
if(i == Left) {
r_cull(CULL_FRONT);
r_mat_scale(-1, 1, 1);
} else {
r_cull(CULL_BACK);
}
if(global.frames - dialog->birthtime < 30)
r_mat_translate(120 - (global.frames - dialog->birthtime)*4, 0, 0);
int cur = dialog->messages[dialog->pos].side;
int pre = 2;
if(dialog->pos > 0)
pre = dialog->messages[dialog->pos-1].side;
short dir = (1 - 2*(i == dialog->messages[dialog->pos].side));
if(global.frames - dialog->page_time < 10 && ((i != pre && i == cur) || (i == pre && i != cur))) {
int time = (global.frames - dialog->page_time) * dir;
r_mat_translate(time, time, 0);
float clr = min(1.0 - 0.07*time,1);
r_color3(clr, clr, clr);
} else {
r_mat_translate(dir*10, dir*10, 0);
r_color3(1 - (dir>0)*0.7, 1 - (dir>0)*0.7, 1 - (dir>0)*0.7);
}
r_mat_translate(VIEWPORT_W*7.0/18.0, 0, 0);
if(dialog->images[i])
draw_sprite_batched_p(0, 0, dialog->images[i]);
r_mat_pop();
r_color3(1,1,1);
}
r_mat_pop();
r_cull(cull_saved);
r_mat_push();
if(global.frames - dialog->birthtime < 25)
r_mat_translate(0, 100-(global.frames-dialog->birthtime)*4, 0);
r_color4(0,0,0,0.8);
r_mat_push();
r_mat_translate(VIEWPORT_W/2, VIEWPORT_H-75, 0);
r_mat_scale(VIEWPORT_W-40, 110, 1);
r_shader_standard_notex();
r_draw_quad();
r_shader_standard();
r_mat_pop();
r_color4(1,1,1,1);
if(dialog->messages[dialog->pos].side == Right)
r_color3(0.6,0.6,1);
draw_text_auto_wrapped(AL_Center, VIEWPORT_W/2, VIEWPORT_H-110, dialog->messages[dialog->pos].msg, VIEWPORT_W * 0.85, _fonts.standard);
if(dialog->messages[dialog->pos].side == Right)
r_color3(1,1,1);
r_mat_pop();
r_shader("sprite_default");
}
bool page_dialog(Dialog **d) {
if(!*d) {
return false;
}
int to = (*d)->messages[(*d)->pos].timeout;
if(to && to > global.frames) {
return false;
}
(*d)->pos++;
(*d)->page_time = global.frames;
if((*d)->pos >= (*d)->count) {
delete_dialog(*d);
*d = NULL;
// XXX: maybe this can be handled elsewhere?
if(!global.boss)
global.timer++;
} else if((*d)->messages[(*d)->pos].side == BGM) {
stage_start_bgm((*d)->messages[(*d)->pos].msg);
return page_dialog(d);
}
return true;
}
void process_dialog(Dialog **d) {
if(!*d) {
return;
}
int to = (*d)->messages[(*d)->pos].timeout;
if(
(to && to >= global.frames) ||
((global.plr.inputflags & INFLAG_SKIP) && global.frames - (*d)->page_time > 3)
) {
page_dialog(d);
}
}