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LEFTONE/core/locharacter/cavia.c

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#include "./cavia.h"
#include <assert.h>
#include <stdbool.h>
#include <stddef.h>
#include "util/math/algorithm.h"
#include "util/math/vector.h"
#include "core/loeffect/recipient.h"
#include "core/loentity/entity.h"
#include "core/loplayer/event.h"
#include "core/loplayer/player.h"
#include "core/loshader/character.h"
#include "./base.h"
#include "./misc.h"
static const vec2_t locharacter_cavia_size_ = vec2(.02f, .05f);
static const loeffect_recipient_status_t locharacter_cavia_base_status_ = {
.attack = .2f,
.defence = .1f,
.speed = .05f,
};
static void
locharacter_cavia_start_walk_state_(
locharacter_base_t* base
);
static bool
locharacter_cavia_start_thrust_state_(
locharacter_base_t* base
);
static void
locharacter_cavia_start_cooldown_state_(
locharacter_base_t* base
);
static void
locharacter_cavia_start_dead_state_(
locharacter_base_t* base
);
static void locharacter_cavia_update_walk_state_(locharacter_base_t* base) {
assert(base != NULL);
/* ---- movement ---- */
const vec2_t* gsize = &base->cache.ground->size;
const float s = base->recipient.status.speed;
base->pos.x += base->ticker->delta_f * base->direction * s / gsize->x;
if (MATH_ABS(base->pos.x) > 1) base->direction *= -1;
/* ---- motion ---- */
loshader_character_drawer_instance_t* instance = &base->cache.instance;
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_WALK;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
const int32_t p = 70/s;
const float t = (base->ticker->time - base->since)%p*2.0f/p - 1;
instance->motion_time = MATH_ABS(t);
/* ---- dead ---- */
if (base->recipient.madness <= 0) {
locharacter_cavia_start_dead_state_(base);
return;
}
/* ---- trigger thrust ---- */
if (loplayer_event_get_param(base->player->event) == NULL) {
vec2_t dist;
locommon_position_sub(
&dist, &base->player->entity.super.super.pos, &base->super.super.pos);
const float sdist_x = dist.x * base->direction;
if (MATH_ABS(dist.y) < locharacter_cavia_size_.y &&
sdist_x >= locharacter_cavia_size_.x &&
sdist_x <= locharacter_cavia_size_.x*2) {
if (locharacter_cavia_start_thrust_state_(base)) return;
}
}
}
static void locharacter_cavia_start_walk_state_(locharacter_base_t* base) {
assert(base != NULL);
base->since = base->ticker->time;
base->state = LOCHARACTER_STATE_WALK;
}
static void locharacter_cavia_update_thrust_state_(locharacter_base_t* base) {
assert(base != NULL);
static const uint64_t premotion = 1200;
static const uint64_t duration = 1500;
/* ---- motion ---- */
loshader_character_drawer_instance_t* instance = &base->cache.instance;
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_ATTACK1;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_ATTACK2;
float t = (base->ticker->time - base->since)*1.0f/premotion;
if (t > 1) t = 1;
instance->motion_time = t*t*t*t;
/* ---- cooldown ---- */
if (base->since+duration <= base->ticker->time) {
/* TODO(catfoot): go to cooldown */
locharacter_cavia_start_cooldown_state_(base);
return;
}
}
static bool locharacter_cavia_start_thrust_state_(locharacter_base_t* base) {
assert(base != NULL);
const loplayer_combat_attack_t attack = {
.attacker = base->super.super.id,
.start = base->ticker->time + 1000,
.duration = 500,
.knockback = vec2(base->direction*.1f, 0),
.effect = loeffect_immediate_damage(base->recipient.status.attack),
};
if (!loplayer_attack(base->player, &attack)) return false;
base->since = base->ticker->time;
base->state = LOCHARACTER_STATE_THRUST;
return true;
}
static void locharacter_cavia_update_cooldown_state_(locharacter_base_t* base) {
assert(base != NULL);
static const uint64_t duration = 500;
/* ---- motion ---- */
loshader_character_drawer_instance_t* instance = &base->cache.instance;
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_ATTACK2;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
float t = (base->ticker->time - base->since)*1.0f/duration;
if (t > 1) t = 1;
instance->motion_time = t*t*(3-2*t);
/* ---- cooldown ---- */
if (base->since+duration <= base->ticker->time) {
if (base->recipient.madness <= 0) {
locharacter_cavia_start_dead_state_(base);
return;
} else {
locharacter_cavia_start_walk_state_(base);
return;
}
}
}
static void locharacter_cavia_start_cooldown_state_(locharacter_base_t* base) {
assert(base != NULL);
base->since = base->ticker->time;
base->state = LOCHARACTER_STATE_COOLDOWN;
}
static void locharacter_cavia_update_dead_state_(locharacter_base_t* base) {
assert(base != NULL);
static const uint64_t anime = 500;
static const uint64_t duration = 30000;
/* ---- motion ---- */
loshader_character_drawer_instance_t* instance = &base->cache.instance;
if (base->since+anime > base->ticker->time) {
const float t = (base->ticker->time - base->since)*1.0f/anime;
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_SIT;
instance->motion_time = t*t;
} else if (base->since+anime*2 > base->ticker->time) {
const float t = (base->ticker->time - anime - base->since)*1.0f/anime;
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_SIT;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_DOWN;
instance->motion_time = t*t;
} else if (base->ticker->time+anime > base->since+duration) {
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_DOWN;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_STAND1;
instance->motion_time =
1 - (base->since + duration - base->ticker->time)*1.0f/anime;
} else {
instance->from_motion_id = LOSHADER_CHARACTER_MOTION_ID_DOWN;
instance->to_motion_id = LOSHADER_CHARACTER_MOTION_ID_DOWN;
}
/* ---- revive ---- */
if (base->since+duration <= base->ticker->time) {
loeffect_recipient_reset(&base->recipient);
locharacter_cavia_start_walk_state_(base);
return;
}
}
static void locharacter_cavia_start_dead_state_(locharacter_base_t* base) {
assert(base != NULL);
base->since = base->ticker->time;
base->state = LOCHARACTER_STATE_DEAD;
loplayer_gain_faith(base->player, .1f);
}
bool locharacter_cavia_update(locharacter_base_t* base) {
assert(base != NULL);
static const vec2_t size = locharacter_cavia_size_;
static const vec4_t color = vec4(.1f, .1f, .1f, 1);
static const float height = size.y*1.4f;
static const float drawsz = MATH_MAX(size.x, size.y);
loeffect_recipient_update(&base->recipient, &locharacter_cavia_base_status_);
base->cache.instance = (loshader_character_drawer_instance_t) {
.character_id = LOSHADER_CHARACTER_ID_CAVIA,
.marker_offset = vec2(0, height - drawsz),
.pos = vec2(0, drawsz - height),
.size = vec2(drawsz, drawsz),
.color = color,
};
switch (base->state) {
case LOCHARACTER_STATE_WALK:
locharacter_cavia_update_walk_state_(base);
break;
case LOCHARACTER_STATE_THRUST:
locharacter_cavia_update_thrust_state_(base);
break;
case LOCHARACTER_STATE_COOLDOWN:
locharacter_cavia_update_cooldown_state_(base);
break;
case LOCHARACTER_STATE_DEAD:
locharacter_cavia_update_dead_state_(base);
break;
default:
locharacter_cavia_start_walk_state_(base);
}
base->cache.bullet_hittest = base->state != LOCHARACTER_STATE_DEAD;
base->cache.height = height;
base->cache.instance.size.x *= base->direction;
base->cache.instance.marker = !!base->cache.bullet_hittest;
return true;
}
void locharacter_cavia_build(
locharacter_base_t* base, const locharacter_cavia_param_t* param) {
assert(base != NULL);
assert(param != NULL);
base->type = LOCHARACTER_TYPE_CAVIA;
base->ground = param->ground;
base->pos = vec2(param->pos, 0);
base->direction = param->direction == 1? 1: -1;
base->state = LOCHARACTER_STATE_WALK;
base->since = base->ticker->time;
}