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LEFTONE/core/lochara/player.c
falsycat 80b3b82332 [RELEASE] u22-v04
This version is submitted for U22 final presentation. (squashed 158 commits)
2021-02-07 00:00:00 +00:00

493 lines
15 KiB
C

#include "./player.h"
#include <assert.h>
#include <stdbool.h>
#include <stddef.h>
#include <stdint.h>
#include "util/math/algorithm.h"
#include "util/math/vector.h"
#include "util/statman/statman.h"
#include "core/lobullet/linear.h"
#include "core/lobullet/pool.h"
#include "core/locommon/easing.h"
#include "core/locommon/position.h"
#include "core/loeffect/effect.h"
#include "core/loeffect/recipient.h"
#include "core/loentity/store.h"
#include "core/loplayer/stance.h"
#include "core/loshader/character.h"
#include "./base.h"
#include "./state.h"
#include "./type.h"
#define INITIAL_POS_ locommon_position(0, 0, vec2(.5f, .8f))
#define WIDTH_ .02f
#define HEIGHT_ .05f
#define MARKER_ .03f
#define COLOR_ vec4(0, 0, 0, 1)
#define RESPAWN_DURATION_ 4000
#define BULLET_SIZE_ vec2(.02f, .02f)
#define BULLET_COLOR_ vec4(1, .9f, .9f, 1)
#define BULLET_KNOCKBACK_ 4
#define BULLET_DAMAGE_ .2f
#define BULLET_DURATION_ 1000
#define BULLET_COST_ .06f
#define CAMERA_SPEED_ 10
#define CAMERA_SHIFT_Y_ .1f
#define CAMERA_FADE_RADIAL_ .6f
#define CAMERA_DEAD_FADE_ 2
#define CAMERA_DEAD_SPEED_ .3f
#define CAMERA_DEAD_RECOVERY_SPEED_ 10
#define CAMERA_COMBAT_SPEED_ 10
#define CAMERA_COMBAT_RECOVERY_SPEED_ 5
#define CAMERA_ENEMY_ATTACK_INTENSITY_ .2f
#define CAMERA_ENEMY_ATTACK_SPEED_ 4
#define CAMERA_DAMAGE_INTENSITY_ .5f
#define CAMERA_DAMAGE_DURATION_ 1000
#define CAMERA_ABERRATION_ 1
#define CAMERA_CORRUPTION_THRESH_ .2f
#define CAMERA_CORRUPTION_PERIOD_ 4000
#define DIRECTION_X_EPSILON_ .005f
#define GUARD_THRESHOLD_ .8f
#define BACKGUARD_THRESHOLD_ .95f
static const loeffect_recipient_status_t base_status_ = {
.attack = .2f,
.defence = .2f,
.speed = .3f,
.jump = 1.f,
};
static void lochara_player_update_dead_state_(
const statman_meta_t* meta, void* instance, statman_state_t* next) {
assert(meta != NULL);
assert(instance != NULL);
assert(next != NULL);
lochara_base_t* base = instance;
base->param.movement = vec2(0, 0);
const uint64_t t = base->ticker->time - base->param.last_state_changed;
if (t >= RESPAWN_DURATION_ && base->player->event.executor == 0) {
loeffect_recipient_apply_effect(
&base->param.recipient, &loeffect_resuscitate());
base->super.super.pos = base->param.anchor.pos;
*next = LOCHARA_STATE_STAND;
return;
}
base->cache.instance.motion.from = LOSHADER_CHARACTER_MOTION_ID_STAND1;
base->cache.instance.motion.time = 0;
}
static void lochara_player_update_shoot_state_(
const statman_meta_t* meta, void* instance, statman_state_t* next) {
assert(meta != NULL);
assert(instance != NULL);
assert(next != NULL);
static const uint64_t dur = 200;
lochara_base_t* base = instance;
const uint64_t t = base->ticker->time - base->param.last_state_changed;
const float dt = base->ticker->delta_f;
locommon_easing_linear_float(&base->param.movement.x, 0, dt);
locommon_easing_linear_float(&base->param.movement.y, 0, dt);
const bool has_stance = loplayer_stance_set_has(
&base->player->stances, LOPLAYER_STANCE_REVOLUTIONER);
if (has_stance && t >= dur && base->param.recipient.faith > 0) {
locommon_position_t pos = base->super.super.pos;
pos.fract.x += WIDTH_*MATH_SIGN_NOZERO(base->param.direction.x);
locommon_position_reduce(&pos);
lobullet_base_t* b = lobullet_pool_create(base->bullet);
lobullet_linear_circle_build(b,
.owner = base->super.super.id,
.basepos = pos,
.size = BULLET_SIZE_,
.color = BULLET_COLOR_,
.velocity = base->param.direction,
.knockback = BULLET_KNOCKBACK_,
.effect = loeffect_damage(
base->param.recipient.status.attack*BULLET_DAMAGE_),
.duration = BULLET_DURATION_,);
loentity_store_add(base->entities, &b->super.super);
loentity_character_apply_effect(
&base->super, &loeffect_lost(BULLET_COST_));
base->param.last_state_changed = base->ticker->time;
}
base->cache.instance.motion.from = LOSHADER_CHARACTER_MOTION_ID_STAND1;
base->cache.instance.motion.to = LOSHADER_CHARACTER_MOTION_ID_STAND2;
base->cache.instance.motion.time = t > dur? 1: t*1.f / dur;
}
static const statman_meta_t state_table_[] = {
lochara_state_stand(
.period = 2000,
.acceleration = {{5, 5}},
.motion1 = LOSHADER_CHARACTER_MOTION_ID_STAND1,
.motion2 = LOSHADER_CHARACTER_MOTION_ID_STAND2,
),
lochara_state_walk(
.period = 350,
.acceleration = {{5, 5}},
.motion1 = LOSHADER_CHARACTER_MOTION_ID_STAND1,
.motion2 = LOSHADER_CHARACTER_MOTION_ID_WALK,
),
lochara_state_sprint(
.period = 300,
.acceleration = {{5, 5}},
.speed = 1.4f,
.motion1 = LOSHADER_CHARACTER_MOTION_ID_STAND1,
.motion2 = LOSHADER_CHARACTER_MOTION_ID_WALK,
),
lochara_state_dodge(
.duration = 100,
.acceleration = {{3, 3}},
.speed = 1,
.motion1 = LOSHADER_CHARACTER_MOTION_ID_WALK,
.motion2 = LOSHADER_CHARACTER_MOTION_ID_STAND1,
),
lochara_state_jump(),
{
.state = LOCHARA_STATE_GUARD,
.name = "GUARD",
.data = &(lochara_state_move_param_t) {
.speed = 0,
.period = 1000,
.acceleration = {{10, 10}},
.motion1 = LOSHADER_CHARACTER_MOTION_ID_STAND1,
.motion2 = LOSHADER_CHARACTER_MOTION_ID_STAND1,
},
.initialize = lochara_state_initialize_any_,
.update = lochara_state_update_move_,
},
{
.state = LOCHARA_STATE_SHOOT,
.name = "SHOOT",
.initialize = lochara_state_initialize_any_,
.update = lochara_player_update_shoot_state_,
},
{
.state = LOCHARA_STATE_DEAD,
.name = "DEAD",
.initialize = lochara_state_initialize_any_,
.update = lochara_player_update_dead_state_,
.finalize = lochara_state_cancel_transition_,
},
{0},
};
static void lochara_player_handle_controller_(lochara_base_t* base) {
assert(base != NULL);
lochara_state_t next = base->param.state;
switch (base->player->controller.state) {
case LOPLAYER_CONTROLLER_STATE_NONE:
next = LOCHARA_STATE_STAND;
break;
case LOPLAYER_CONTROLLER_STATE_WALK_LEFT:
next = LOCHARA_STATE_WALK_LEFT;
break;
case LOPLAYER_CONTROLLER_STATE_WALK_RIGHT:
next = LOCHARA_STATE_WALK_RIGHT;
break;
case LOPLAYER_CONTROLLER_STATE_SPRINT_LEFT:
next = LOCHARA_STATE_SPRINT_LEFT;
break;
case LOPLAYER_CONTROLLER_STATE_SPRINT_RIGHT:
next = LOCHARA_STATE_SPRINT_RIGHT;
break;
case LOPLAYER_CONTROLLER_STATE_DODGE_FORWARD:
next =
base->param.direction.x < 0?
LOCHARA_STATE_DODGE_LEFT:
LOCHARA_STATE_DODGE_RIGHT;
break;
case LOPLAYER_CONTROLLER_STATE_DODGE_LEFT:
next = LOCHARA_STATE_DODGE_LEFT;
break;
case LOPLAYER_CONTROLLER_STATE_DODGE_RIGHT:
next = LOCHARA_STATE_DODGE_RIGHT;
break;
case LOPLAYER_CONTROLLER_STATE_JUMP:
if (base->param.on_ground) next = LOCHARA_STATE_JUMP;
break;
case LOPLAYER_CONTROLLER_STATE_GUARD:
next = LOCHARA_STATE_GUARD;
break;
case LOPLAYER_CONTROLLER_STATE_SHOOT:
next = LOCHARA_STATE_SHOOT;
break;
}
if (loplayer_combat_is_attack_pending(&base->player->combat)) {
if (next != LOCHARA_STATE_STAND &&
next != LOCHARA_STATE_DODGE_LEFT &&
next != LOCHARA_STATE_DODGE_RIGHT &&
next != LOCHARA_STATE_GUARD) {
next = LOCHARA_STATE_STAND;
}
} else {
vec2_t dir;
locommon_position_sub(
&dir, &base->player->controller.cursor, &base->super.super.pos);
if (fabsf(dir.x) > DIRECTION_X_EPSILON_) {
vec2_div(&base->param.direction, &dir, vec2_length(&dir));
}
}
statman_transition_to(state_table_, base, &base->param.state, next);
}
static void lochara_player_update_combat_(lochara_base_t* base) {
assert(base != NULL);
const lochara_state_t state = base->param.state;
if (state == LOCHARA_STATE_DEAD) {
loplayer_combat_set_accepting(
&base->player->combat,
false,
LOPLAYER_COMBAT_ATTACK_RESULT_ABORTED);
} else {
loplayer_combat_set_accepting(
&base->player->combat,
state != LOCHARA_STATE_DODGE_LEFT &&
state != LOCHARA_STATE_DODGE_RIGHT,
LOPLAYER_COMBAT_ATTACK_RESULT_DODGED);
}
loplayer_combat_set_guarding(
&base->player->combat,
state == LOCHARA_STATE_GUARD);
if (loplayer_combat_is_attack_pending(&base->player->combat)) {
base->param.movement = vec2(0, 0);
base->param.gravity = 0;
}
float r;
loplayer_combat_attack_t a;
if (!loplayer_combat_pop_attack(&base->player->combat, &a, &r)) return;
loentity_store_iterator_t itr;
if (!loentity_store_find_item_by_id(base->entities, &itr, a.attacker) ||
itr.character == NULL) {
return;
}
vec2_t disp;
locommon_position_sub(
&disp, &itr.character->super.pos, &base->super.super.pos);
const float dir = disp.x * base->param.direction.x;
const bool reflected =
r > (dir < 0? BACKGUARD_THRESHOLD_: GUARD_THRESHOLD_);
loplayer_combat_attack_handle(
&a,
reflected?
LOPLAYER_COMBAT_ATTACK_RESULT_REFLECTED:
LOPLAYER_COMBAT_ATTACK_RESULT_EXECUTED);
if (!reflected) return;
loresource_sound_set_play(&base->res->sound, LORESOURCE_SOUND_ID_REFLECTION);
loentity_character_apply_effect(
itr.character,
&loeffect_damage(base->param.recipient.status.attack));
loentity_character_knockback(
itr.character,
&vec2(MATH_SIGN(disp.x)*base->param.recipient.status.attack, 0));
}
static void lochara_player_update_camera_(lochara_base_t* base) {
assert(base != NULL);
const loeffect_recipient_t* r = &base->param.recipient;
const uint64_t t = base->ticker->time;
const uint64_t pt = base->ticker->prev_time;
const float dt = base->ticker->delta_f;
const bool combat = loplayer_combat_is_attack_pending(&base->player->combat);
loplayer_camera_t* camera = &base->player->camera;
vec2_t sz = base->player->camera.chunk_winsz;
vec2_diveq(&sz,
base->player->camera.scale*
(camera->posteffect.distortion_radial+1));
locommon_position_t pos = base->super.super.pos;
if (!combat) {
pos.fract.y += CAMERA_SHIFT_Y_;
locommon_position_reduce(&pos);
}
loplayer_event_bind_rect_in_area(&base->player->event, &pos, &sz);
vec2_t disp;
locommon_position_sub(&disp, &pos, &camera->pos);
if (vec2_pow_length(&disp) < 1) {
locommon_easing_smooth_position(&camera->pos, &pos, dt*CAMERA_SPEED_);
} else {
camera->pos = pos;
}
locommon_easing_smooth_float(&camera->scale, 1, dt);
/* ---- dead ---- */
if (base->param.state == LOCHARA_STATE_DEAD) {
locommon_easing_smooth_float(
&camera->posteffect.fade_radial,
CAMERA_DEAD_FADE_,
dt*CAMERA_DEAD_SPEED_);
} else {
locommon_easing_smooth_float(
&camera->posteffect.fade_radial,
CAMERA_FADE_RADIAL_,
dt*CAMERA_DEAD_RECOVERY_SPEED_);
}
/* ---- combat ---- */
if (combat) {
locommon_easing_smooth_float(
&camera->posteffect.distortion_radial,
1,
dt*CAMERA_COMBAT_SPEED_);
} else {
locommon_easing_smooth_float(
&camera->posteffect.distortion_radial,
0,
dt*CAMERA_COMBAT_RECOVERY_SPEED_);
}
/* ---- enemy attack ---- */
const loplayer_combat_attack_t* attack = base->player->combat.first_attack;
if (attack != NULL && pt < attack->start && attack->start <= t) {
camera->posteffect.distortion_urgent = CAMERA_ENEMY_ATTACK_INTENSITY_;
} else {
locommon_easing_smooth_float(
&camera->posteffect.distortion_urgent,
0,
dt*CAMERA_ENEMY_ATTACK_SPEED_);
}
/* ---- damage ----- */
if (0 < r->last_damage &&
r->last_damage < t && t < r->last_damage+CAMERA_DAMAGE_DURATION_) {
camera->posteffect.raster_whole =
(1 - (t - r->last_damage)*1.f/CAMERA_DAMAGE_DURATION_)*
CAMERA_DAMAGE_INTENSITY_;
} else {
camera->posteffect.raster_whole = 0;
}
/* ---- amnesia ---- */
locommon_easing_smooth_float(
&camera->posteffect.distortion_amnesia,
!!(r->effects.amnesia.start < t &&
t < r->effects.amnesia.start+r->effects.amnesia.duration),
dt);
/* ---- corruption ---- */
if (r->madness <= CAMERA_CORRUPTION_THRESH_) {
if (camera->corruption_since == 0) camera->corruption_since = t;
const uint64_t p =
(t - camera->corruption_since)%CAMERA_CORRUPTION_PERIOD_;
camera->pixsort = 1-powf(p*1.f/CAMERA_CORRUPTION_PERIOD_, 2);
} else {
camera->corruption_since = 0;
locommon_easing_smooth_float(&camera->pixsort, 0, dt);
}
/* ---- passive ---- */
locommon_easing_smooth_float(
&camera->posteffect.aberration_radial, CAMERA_ABERRATION_, dt);
}
bool lochara_player_update(lochara_base_t* base) {
assert(base != NULL);
loeffect_recipient_update(&base->param.recipient, &base_status_);
if (!loeffect_recipient_is_alive(&base->param.recipient)) {
statman_transition_to(
state_table_, base, &base->param.state, LOCHARA_STATE_DEAD);
}
if (loplayer_stance_set_has(
&base->player->stances, LOPLAYER_STANCE_UNFINISHER)) {
if (base->param.recipient.faith > .5f) {
loeffect_recipient_apply_effect(
&base->param.recipient, &loeffect_heal(base->ticker->delta_f*.01f));
}
}
lochara_player_handle_controller_(base);
const float dir = MATH_SIGN_NOZERO(base->param.direction.x);
base->cache.instance = (loshader_character_drawer_instance_t) {
.character_id = LOSHADER_CHARACTER_ID_PLAYER,
.pos = vec2(0, -MARKER_),
.size = vec2(dir*HEIGHT_, HEIGHT_),
.color = COLOR_,
.marker_offset = vec2(0, MARKER_),
};
statman_update(state_table_, base, &base->param.state);
lochara_player_update_combat_(base);
if (base->param.state != LOCHARA_STATE_DODGE_LEFT &&
base->param.state != LOCHARA_STATE_DODGE_RIGHT &&
base->param.state != LOCHARA_STATE_DEAD) {
base->cache.instance.marker = lochara_base_affect_bullets(base);
}
lochara_base_calculate_physics(
base, &vec2(WIDTH_, HEIGHT_), &vec2(0, MARKER_));
loplayer_event_bind_rect_in_area(
&base->player->event,
&base->super.super.pos,
&vec2(WIDTH_*.8f, HEIGHT_));
lochara_player_update_camera_(base);
return true;
}
void lochara_player_build(lochara_base_t* base) {
assert(base != NULL);
base->super.super.pos = base->param.anchor.pos = INITIAL_POS_;
base->param = (typeof(base->param)) {
.type = LOCHARA_TYPE_PLAYER,
.state = LOCHARA_STATE_STAND,
.last_state_changed = base->ticker->time,
};
loeffect_recipient_initialize(
&base->param.recipient, base->ticker, &base_status_);
}