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projectile.cpp
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projectile.cpp
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#include "projectile.h"
#include <assert.h>
#include <algorithm>
#include <prism/datastructures.h>
#include <prism/math.h>
#include <prism/log.h>
#include "stage.h"
#include "mugenstagehandler.h"
using namespace std;
typedef struct {
DreamPlayer* mPlayer;
int mID;
int mHitAnimation;
int mRemoveAnimation;
int mCancelAnimation;
Vector2D mScale;
int mRemoveAfterHit;
int mRemoveTime;
Vector3D mRemoveVelocity;
Vector3D mAcceleration;
Vector3D mVelocityMultipliers;
int mHitAmountBeforeVanishing;
int mMissTime;
int mPriority;
int mEdgeBound;
int mStageBound;
int mLowerBound;
int mUpperBound;
int mShadow;
int mRemapPaletteGroup;
int mRemapPaletteItem;
int mAfterImageTime;
int mAfterImageLength;
int mAfterImage;
int mNow;
int mMissHitNow;
int mHasChangedAnimationFinal;
int mShouldBeRemoved;
} Projectile;
static struct {
IntMap mProjectileList;
} gProjectileData;
static void loadProjectileHandler(void* tData) {
(void)tData;
setProfilingSectionMarkerCurrentFunction();
gProjectileData.mProjectileList = new_int_map();
}
static void unloadProjectileHandler(void* tData) {
(void)tData;
setProfilingSectionMarkerCurrentFunction();
delete_int_map(&gProjectileData.mProjectileList);
}
static void projectileRemoveAnimationFinishedCB(void* tCaller) {
Projectile* e = (Projectile*)tCaller;
e->mShouldBeRemoved = 1;
}
static int changeProjectileAnimation(Projectile* e, int tAnimationNumber, int tShouldBeRemoved = 1) {
if (getPlayerAnimationNumber(e->mPlayer) != tAnimationNumber) {
changePlayerAnimation(e->mPlayer, tAnimationNumber);
}
e->mHasChangedAnimationFinal |= tShouldBeRemoved;
if (tShouldBeRemoved) {
if (isPlayerAnimationTimeInfinite(e->mPlayer)) {
removeProjectile(e->mPlayer);
return 1;
}
else {
setPlayerAnimationFinishedCallback(e->mPlayer, projectileRemoveAnimationFinishedCB, e);
setProjectileVelocity(e->mPlayer, e->mRemoveVelocity.x, e->mRemoveVelocity.y, getDreamMugenStageHandlerCameraCoordinateP());
}
}
return 0;
}
static int updateProjectileDurationAndReturnIfOver(Projectile* e) {
if (e->mRemoveTime == -1) return 0;
e->mNow++;
if (!e->mHasChangedAnimationFinal && e->mNow >= e->mRemoveTime) {
return changeProjectileAnimation(e, e->mRemoveAnimation);
}
return 0;
}
static int updateProjectileBoundsAndReturnIfOver(Projectile* e) {
const auto x = getPlayerPositionX(e->mPlayer, getDreamMugenStageHandlerCameraCoordinateP());
const auto y = getPlayerPositionY(e->mPlayer, getDreamMugenStageHandlerCameraCoordinateP());
const auto left = getDreamStageLeftOfScreenBasedOnPlayer(getDreamMugenStageHandlerCameraCoordinateP());
const auto right = getDreamStageRightOfScreenBasedOnPlayer(getDreamMugenStageHandlerCameraCoordinateP());
const auto overShootLeft = left - x;
const auto overShootRight = x - right;
const auto maxiEdgeBound = max(overShootLeft, overShootRight);
const auto stageLeft = getDreamStageBoundLeft(getDreamMugenStageHandlerCameraCoordinateP());
const auto stageRight = getDreamStageBoundRight(getDreamMugenStageHandlerCameraCoordinateP());
const auto leftOfStageOffset = stageLeft - x;
const auto rightOfStageOffset = x - stageRight;
const auto maxiStageBound = max(leftOfStageOffset, rightOfStageOffset);
if (maxiEdgeBound > e->mEdgeBound || maxiStageBound > e->mStageBound || (y < e->mLowerBound || y > e->mUpperBound)) {
removeProjectile(e->mPlayer);
return 1;
}
return 0;
}
static void updateProjectilePhysics(Projectile* e) {
if (e->mHasChangedAnimationFinal) return;
multiplyPlayerVelocityX(e->mPlayer, e->mVelocityMultipliers.x);
multiplyPlayerVelocityY(e->mPlayer, e->mVelocityMultipliers.y);
addPlayerVelocityX(e->mPlayer, e->mAcceleration.x, getDreamMugenStageHandlerCameraCoordinateP());
addPlayerVelocityY(e->mPlayer, e->mAcceleration.y, getDreamMugenStageHandlerCameraCoordinateP());
}
static void updateProjectileMissTime(Projectile* e) {
if (e->mMissHitNow < e->mMissTime) {
e->mMissHitNow++;
}
}
static void updateProjectileShadow(Projectile* e) {
if (!e->mShadow) {
setPlayerNoShadow(e->mPlayer);
}
}
static void updateSingleProjectile(void* tCaller, void* tData) {
(void)tCaller;
Projectile* e = (Projectile*)tData;
if (e->mShouldBeRemoved) {
removeProjectile(e->mPlayer);
return;
}
const auto timeDilationUpdates = getPlayerTimeDilationUpdates(e->mPlayer);
for (int currentUpdate = 0; currentUpdate < timeDilationUpdates; currentUpdate++) {
updateProjectilePhysics(e);
updateProjectileMissTime(e);
updateProjectileShadow(e);
const auto parent = getPlayerParent(e->mPlayer);
if (isGeneralPlayer(parent) && getPlayerDoesScaleProjectiles(parent)) {
setPlayerTempScaleActive(e->mPlayer, e->mScale);
}
if (updateProjectileDurationAndReturnIfOver(e)) return;
if (updateProjectileBoundsAndReturnIfOver(e)) return;
}
}
static void updateProjectileHandler(void* tData) {
(void)tData;
setProfilingSectionMarkerCurrentFunction();
int_map_map(&gProjectileData.mProjectileList, updateSingleProjectile, NULL);
}
ActorBlueprint getProjectileHandler() {
return makeActorBlueprint(loadProjectileHandler, unloadProjectileHandler, updateProjectileHandler);
};
void addAdditionalProjectileData(DreamPlayer* tProjectile) {
Projectile* e = (Projectile*)allocMemory(sizeof(Projectile));
e->mNow = 1;
e->mHasChangedAnimationFinal = 0;
e->mShouldBeRemoved = 0;
e->mPlayer = tProjectile;
tProjectile->mProjectileDataID = int_map_push_back_owned(&gProjectileData.mProjectileList, e);
}
void removeAdditionalProjectileData(DreamPlayer* tProjectile) {
if (!int_map_contains(&gProjectileData.mProjectileList, tProjectile->mProjectileDataID)) {
logWarningFormat("Error trying to remove projectile data for player %d %d who has no projectile data.", tProjectile->mRootID, tProjectile->mID);
return;
}
int_map_remove(&gProjectileData.mProjectileList, tProjectile->mProjectileDataID);
}
void handleProjectileHit(DreamPlayer* tProjectile, int tWasGuarded, int tWasCanceled)
{
assert(int_map_contains(&gProjectileData.mProjectileList, tProjectile->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, tProjectile->mProjectileDataID);
e->mMissHitNow = 0;
DreamPlayer* owner = tProjectile->mParent;
owner->mHasLastContactProjectile = 1;
owner->mLastContactProjectileTime = 0;
owner->mLastContactProjectileID = e->mID;
owner->mLastContactProjectileWasCanceled = tWasCanceled;
owner->mLastContactProjectileWasGuarded = !tWasCanceled && tWasGuarded;
owner->mLastContactProjectileWasHit = !tWasCanceled && !tWasGuarded;
e->mHitAmountBeforeVanishing--;
if (e->mHitAmountBeforeVanishing > 0) {
setHitDataActive(tProjectile);
}
const auto shouldProjectileBeRemoved = e->mRemoveAfterHit && (e->mHitAmountBeforeVanishing <= 0);
const auto nextAnimation = tWasCanceled ? e->mCancelAnimation : e->mHitAnimation;
changeProjectileAnimation(e, nextAnimation, shouldProjectileBeRemoved);
}
void setProjectileID(DreamPlayer * tProjectile, int tID)
{
assert(int_map_contains(&gProjectileData.mProjectileList, tProjectile->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, tProjectile->mProjectileDataID);
e->mID = tID;
}
int getProjectileID(DreamPlayer * tProjectile)
{
assert(int_map_contains(&gProjectileData.mProjectileList, tProjectile->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, tProjectile->mProjectileDataID);
return e->mID;
}
void setProjectileAnimation(DreamPlayer* p, int tAnimation)
{
changePlayerAnimation(p, tAnimation);
}
int getProjectileHitAnimation(DreamPlayer* p)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
return e->mHitAnimation;
}
void setProjectileHitAnimation(DreamPlayer* p, int tAnimation)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mHitAnimation = tAnimation;
}
int getProjectileRemoveAnimation(DreamPlayer* p)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
return e->mRemoveAnimation;
}
void setProjectileRemoveAnimation(DreamPlayer* p, int tAnimation)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mRemoveAnimation = tAnimation;
}
void setProjectileCancelAnimation(DreamPlayer* p, int tAnimation)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mCancelAnimation = tAnimation;
}
void setProjectileScale(DreamPlayer* p, double tX, double tY)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mScale = Vector2D(tX, tY);
}
void setProjectileRemoveAfterHit(DreamPlayer* p, int tValue)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mRemoveAfterHit = tValue;
}
void setProjectileRemoveTime(DreamPlayer* p, int tTime)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mRemoveTime = tTime;
}
void setProjectileVelocity(DreamPlayer* p, double tX, double tY, int tCoordinateP)
{
setPlayerVelocityX(p, tX, tCoordinateP);
setPlayerVelocityY(p, tY, tCoordinateP);
}
void setProjectileRemoveVelocity(DreamPlayer* p, double tX, double tY, int tCoordinateP)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mRemoveVelocity = transformDreamCoordinatesVector(Vector3D(tX, tY, 0), tCoordinateP, getDreamMugenStageHandlerCameraCoordinateP());
}
void setProjectileAcceleration(DreamPlayer* p, double tX, double tY, int tCoordinateP)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mAcceleration = transformDreamCoordinatesVector(Vector3D(tX, tY, 0), tCoordinateP, getDreamMugenStageHandlerCameraCoordinateP());
}
void setProjectileVelocityMultipliers(DreamPlayer* p, double tX, double tY)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mVelocityMultipliers = Vector3D(tX, tY, 1);
}
void setProjectileHitAmountBeforeVanishing(DreamPlayer* p, int tHitAmount)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mHitAmountBeforeVanishing = tHitAmount;
}
void setProjectilMisstime(DreamPlayer* p, int tMissTime)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mMissTime = tMissTime;
e->mMissHitNow = e->mMissTime + 1;
}
int getProjectilePriority(DreamPlayer* p)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
return e->mPriority;
}
void setProjectilePriority(DreamPlayer* p, int tPriority)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mPriority = tPriority;
}
void reduceProjectilePriorityAndResetHitData(DreamPlayer* p)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mPriority--;
setHitDataActive(p);
}
void setProjectileSpritePriority(DreamPlayer* p, int tSpritePriority)
{
setPlayerSpritePriority(p, tSpritePriority);
}
void setProjectileEdgeBound(DreamPlayer* p, int tEdgeBound, int tCoordinateP)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mEdgeBound = transformDreamCoordinatesI(tEdgeBound, tCoordinateP, getDreamMugenStageHandlerCameraCoordinateP());
}
void setProjectileStageBound(DreamPlayer* p, int tStageBound, int tCoordinateP)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mStageBound = transformDreamCoordinatesI(tStageBound, tCoordinateP, getDreamMugenStageHandlerCameraCoordinateP());
}
void setProjectileHeightBoundValues(DreamPlayer* p, int tLowerBound, int tUpperBound, int tCoordinateP)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mLowerBound = transformDreamCoordinatesI(tLowerBound, tCoordinateP, getDreamMugenStageHandlerCameraCoordinateP());
e->mUpperBound = transformDreamCoordinatesI(tUpperBound, tCoordinateP, getDreamMugenStageHandlerCameraCoordinateP());
}
void setProjectilePosition(DreamPlayer* p, const Position2D& tPosition, int tCoordinateP)
{
setPlayerPosition(p, tPosition, tCoordinateP);
}
void setProjectileShadow(DreamPlayer* p, int tShadow)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mShadow = tShadow;
updateProjectileShadow(e);
}
void setProjectileSuperMoveTime(DreamPlayer* p, int tSuperMoveTime)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
setPlayerSuperMoveTime(e->mPlayer, tSuperMoveTime);
}
void setProjectilePauseMoveTime(DreamPlayer* p, int tPauseMoveTime)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
setPlayerPauseMoveTime(e->mPlayer, tPauseMoveTime);
}
void setProjectileHasOwnPalette(DreamPlayer* p, int tValue)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
setPlayerHasOwnPalette(p, tValue);
}
void setProjectileRemapPalette(DreamPlayer* p, int tGroup, int tItem)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
e->mRemapPaletteGroup = tGroup; // not used in Dolmexica Infinite
e->mRemapPaletteItem = tItem;
}
int canProjectileHit(DreamPlayer* p)
{
assert(int_map_contains(&gProjectileData.mProjectileList, p->mProjectileDataID));
Projectile* e = (Projectile*)int_map_get(&gProjectileData.mProjectileList, p->mProjectileDataID);
return e->mMissHitNow >= e->mMissTime;
}