9abaf2444d
Like velocity, but prior to clamping to viewport bounds.
251 lines
6.5 KiB
C
251 lines
6.5 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 "enemy.h"
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#include "gamepad.h"
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#include "aniplayer.h"
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#include "stats.h"
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#include "resource/resource.h"
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#include "resource/animation.h"
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#include "entity.h"
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#include "replay/state.h"
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#include "replay/eventcodes.h"
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#ifdef DEBUG
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#define PLR_DPS_STATS
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#endif
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#ifdef PLR_DPS_STATS
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#define IF_PLR_DPS_STATS(...) __VA_ARGS__
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#else
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#define IF_PLR_DPS_STATS(...)
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#endif
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enum {
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PLR_MAX_POWER_EFFECTIVE = 400,
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PLR_MAX_POWER_STORED = 600,
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PLR_MAX_LIVES = 8,
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PLR_MAX_BOMBS = 8,
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// -Wpedantic doesn't like this
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// PLR_MAX_PIV = UINT32_MAX,
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#define PLR_MAX_PIV UINT32_MAX
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#define PLR_MAX_GRAZE UINT32_MAX
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#define PLR_MAX_VOLTAGE UINT16_MAX
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PLR_MAX_LIFE_FRAGMENTS = 5,
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PLR_MAX_BOMB_FRAGMENTS = 500,
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PLR_START_LIVES = 2,
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PLR_START_BOMBS = 3,
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PLR_START_PIV = 10000,
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PLR_STGPRACTICE_LIVES = PLR_MAX_LIVES,
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PLR_STGPRACTICE_BOMBS = PLR_START_BOMBS,
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PLR_MIN_BORDER_DIST = 16,
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PLR_POWERSURGE_POWERCOST = 200,
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PLR_RESPAWN_TIME = 60,
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PLR_RECOVERY_TIME = 210,
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};
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#define PLR_SPAWN_POS_X (VIEWPORT_W * 0.5)
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#define PLR_SPAWN_POS_Y (VIEWPORT_H - 64.0)
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#define PLR_SPAWN_POS CMPLX(PLR_SPAWN_POS_X, PLR_SPAWN_POS_Y)
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static const float PLR_POWERSURGE_POSITIVE_DRAIN_MAX = (0.15 / 60.0);
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static const float PLR_POWERSURGE_POSITIVE_DRAIN_MIN = (0.15 / 60.0);
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static const float PLR_POWERSURGE_NEGATIVE_DRAIN_MAX = (0.15 / 60.0);
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static const float PLR_POWERSURGE_NEGATIVE_DRAIN_MIN = (0.01 / 60.0);
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static const float PLR_POWERSURGE_POSITIVE_GAIN = (1.50 / 60.0);
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static const float PLR_POWERSURGE_NEGATIVE_GAIN = (0.40 / 60.0);
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typedef enum {
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// do not reorder these or you'll break replays
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INFLAG_UP = 1,
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INFLAG_DOWN = 2,
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INFLAG_LEFT = 4,
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INFLAG_RIGHT = 8,
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INFLAG_FOCUS = 16,
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INFLAG_SHOT = 32,
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INFLAG_SKIP = 64,
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} PlrInputFlag;
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enum {
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INFLAGS_MOVE = INFLAG_UP | INFLAG_DOWN | INFLAG_LEFT | INFLAG_RIGHT
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};
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typedef struct PowerSurgeBonus {
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uint baseline;
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uint score;
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uint gain_rate;
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float discharge_power;
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float discharge_range;
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float discharge_damage;
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} PowerSurgeBonus;
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DEFINE_ENTITY_TYPE(Player, {
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cmplx pos;
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cmplx velocity;
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cmplx uncapped_velocity;
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cmplx deathpos;
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struct PlayerMode *mode;
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AniPlayer ani;
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Sprite bomb_portrait;
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Stats stats;
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struct {
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float positive;
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float negative;
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struct {
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int activated, expired;
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} time;
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int total_charge;
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int player_power;
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double damage_done;
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double damage_accum;
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PowerSurgeBonus bonus;
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} powersurge;
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COEVENTS_ARRAY(
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shoot,
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inputflags_changed,
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stored_power_changed,
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effective_power_changed,
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bomb_used
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) events;
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uint64_t points;
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uint64_t extralife_threshold;
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uint extralives_given;
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uint point_item_value;
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uint graze;
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uint voltage;
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int lives;
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int bombs;
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int life_fragments;
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int bomb_fragments;
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int power_stored;
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int _prev_effective_power;
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int continuetime;
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int deathtime; /* time of hit + deathbomb window */
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int respawntime; /* end of respawn animation; control returns to player */
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int recoverytime; /* end of post-death i-frames */
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int bomb_triggertime; /* time when the bomb was triggered */
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int bomb_endtime; /* time when the bomb i-frames end */
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uint inputflags;
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int lastmovesequence; // used for animation
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int axis_ud;
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int axis_lr;
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float focus_circle_alpha;
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float bomb_cutin_alpha;
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bool gamepadmove;
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bool iddqd;
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IF_PLR_DPS_STATS(
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int dmglogframe;
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int dmglog[240];
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)
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});
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typedef enum PlayerEventResult {
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PLREVT_USEFUL = (1 << 0),
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PLREVT_CHEAT = (1 << 1),
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} PlayerEventResult;
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// This is called first before we even enter stage_loop.
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// It's also called right before syncing player state from a replay stage struct, if a replay is being watched or recorded, before every stage.
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// The entire state is reset here, and defaults for story mode are set.
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void player_init(Player *plr);
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// This is called early in stage_loop, before creating or reading replay stage data.
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// State that is not supposed to be preserved between stages is reset here, and any plrmode-specific resources are preloaded.
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void player_stage_pre_init(Player *plr);
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// This is called right after the stage's begin proc. After that, the actual game loop starts.
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void player_stage_post_init(Player *plr);
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// Yes, that's 3 different initialization functions right here.
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void player_free(Player *plr);
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void player_draw_overlay(Player *plr);
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bool player_should_shoot(Player *plr);
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bool player_set_power(Player *plr, short npow);
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bool player_add_power(Player *plr, short pdelta);
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int player_get_effective_power(Player *plr);
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void player_move(Player*, cmplx delta);
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void player_realdeath(Player*);
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void player_death(Player*);
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void player_graze(Player *plr, cmplx pos, int pts, int effect_intensity, const Color *color);
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PlayerEventResult player_event(
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Player *plr,
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ReplayState *rpy_in,
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ReplayState *rpy_out,
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ReplayEventCode type,
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uint16_t value
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) attr_nonnull(1);
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void player_fix_input(Player *plr, ReplayState *rpy_out);
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void player_applymovement(Player* plr);
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void player_add_life_fragments(Player *plr, int frags);
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void player_add_bomb_fragments(Player *plr, int frags);
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void player_add_lives(Player *plr, int lives);
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void player_add_bombs(Player *plr, int bombs);
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void player_add_points(Player *plr, uint points, cmplx location);
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void player_add_piv(Player *plr, uint piv, cmplx location);
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void player_add_voltage(Player *plr, uint voltage);
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bool player_drain_voltage(Player *plr, uint voltage);
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void player_extend_powersurge(Player *plr, float pos, float neg);
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void player_register_damage(Player *plr, EntityInterface *target, const DamageInfo *damage);
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void player_cancel_powersurge(Player *plr);
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void player_placeholder_bomb_logic(Player *plr);
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bool player_is_recovering(Player *plr);
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bool player_is_bomb_active(Player *plr);
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bool player_is_powersurge_active(Player *plr);
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bool player_is_vulnerable(Player *plr);
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bool player_is_alive(Player *plr);
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void player_powersurge_calc_bonus(Player *plr, PowerSurgeBonus *bonus);
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uint64_t player_next_extralife_threshold(uint64_t step);
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// Progress is normalized from 0: bomb start to 1: bomb end
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double player_get_bomb_progress(Player *plr);
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void player_damage_hook(Player *plr, EntityInterface *target, DamageInfo *dmg);
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void player_preload(ResourceGroup *rg);
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// FIXME: where should this be?
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cmplx plrutil_homing_target(cmplx org, cmplx fallback);
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void plrutil_slave_retract(BoxedPlayer bplr, cmplx *pos, real retract_time);
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