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arena.c
1310 lines (1156 loc) · 48.9 KB
/
arena.c
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#include <SDL2/SDL.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <shadowdive/shadowdive.h>
#include "video/surface.h"
#include "video/video.h"
#include "game/scenes/arena.h"
#include "game/utils/progressbar.h"
#include "audio/stream.h"
#include "audio/audio.h"
#include "audio/music.h"
#include "game/utils/settings.h"
#include "game/objects/har.h"
#include "game/objects/scrap.h"
#include "game/objects/hazard.h"
#include "game/protos/object.h"
#include "game/utils/score.h"
#include "game/game_player.h"
#include "game/game_state.h"
#include "game/utils/ticktimer.h"
#include "game/text/text.h"
#include "resources/languages.h"
#include "game/menu/menu.h"
#include "game/menu/menu_background.h"
#include "game/menu/textbutton.h"
#include "game/menu/textselector.h"
#include "game/menu/textslider.h"
#include "controller/controller.h"
#include "controller/net_controller.h"
#include "resources/ids.h"
#include "utils/log.h"
#include "utils/random.h"
#define BAR_COLOR_BG color_create(89,40,101,255)
#define BAR_COLOR_TL_BORDER color_create(60,0,60,255)
#define BAR_COLOR_BR_BORDER color_create(178,0,223,255)
#define HEALTHBAR_COLOR_BG color_create(255,56,109,255)
#define HEALTHBAR_COLOR_TL_BORDER color_create(255,0,0,255)
#define HEALTHBAR_COLOR_BR_BORDER color_create(158,0,0,255)
#define ENDURANCEBAR_COLOR_BG color_create(97,150,186,255)
#define ENDURANCEBAR_COLOR_TL_BORDER color_create(24,117,138,255)
#define ENDURANCEBAR_COLOR_BR_BORDER color_create(0,69,93,255)
#define TEXT_COLOR color_create(186,250,250,255)
#define HAR1_START_POS 110
#define HAR2_START_POS 211
typedef struct arena_local_t {
menu game_menu;
component title_button;
component return_button;
component sound_slider;
component music_slider;
component speed_slider;
component video_button;
component help_button;
component quit_button;
surface sur;
int menu_visible;
unsigned int state;
int ending_ticks;
progress_bar player1_health_bar;
progress_bar player2_health_bar;
progress_bar player1_endurance_bar;
progress_bar player2_endurance_bar;
chr_score player1_score;
chr_score player2_score;
int round;
int rounds;
int over;
object *player_rounds[2][4];
int rein_enabled;
} arena_local;
void arena_maybe_sync(scene *scene, int need_sync);
// -------- Local callbacks --------
void game_menu_quit(component *c, void *userdata) {
scene *s = userdata;
chr_score_reset(game_player_get_score(game_state_get_player((s)->gs, 0)), 1);
chr_score_reset(game_player_get_score(game_state_get_player((s)->gs, 1)), 1);
game_state_set_next(s->gs, SCENE_MENU);
}
void game_menu_return(component *c, void *userdata) {
arena_local *local = scene_get_userdata((scene*)userdata);
game_player *player1 = game_state_get_player(((scene*)userdata)->gs, 0);
controller_set_repeat(game_player_get_ctrl(player1), 1);
local->menu_visible = 0;
game_state_set_paused(((scene*)userdata)->gs, 0);
arena_maybe_sync(userdata, 1);
}
void music_slide(component *c, void *userdata, int pos) {
music_set_volume(pos/10.0f);
}
void sound_slide(component *c, void *userdata, int pos) {
sound_set_volume(pos/10.0f);
}
void arena_speed_slide(component *c, void *userdata, int pos) {
scene *sc = userdata;
game_state_set_speed(sc->gs, pos);
}
void scene_fight_anim_done(object *parent) {
scene *scene = game_state_get_scene(parent->gs);
arena_local *arena = scene_get_userdata(scene);
// This will release HARs for action
arena->state = ARENA_STATE_FIGHTING;
// Custom object finisher callback requires that we
// mark object as finished manually, if necessary.
parent->animation_state.finished = 1;
}
void scene_fight_anim_start(void *userdata) {
// Start FIGHT animation
game_state *gs = userdata;
scene *scene = game_state_get_scene(gs);
animation *fight_ani = &bk_get_info(&scene->bk_data, 10)->ani;
object *fight = malloc(sizeof(object));
object_create(fight, gs, fight_ani->start_pos, vec2f_create(0,0));
object_set_stl(fight, bk_get_stl(&scene->bk_data));
object_set_animation(fight, fight_ani);
object_set_finish_cb(fight, scene_fight_anim_done);
game_state_add_object(gs, fight, RENDER_LAYER_TOP);
}
void scene_ready_anim_done(object *parent) {
// Wait a moment before loading FIGHT animation
ticktimer_add(&game_state_get_scene(parent->gs)->tick_timer, 10, scene_fight_anim_start, parent->gs);
// Custom object finisher callback requires that we
// mark object as finished manually, if necessary.
parent->animation_state.finished = 1;
}
void scene_youwin_anim_done(object *parent) {
// Custom object finisher callback requires that we
// mark object as finished manually, if necessary.
parent->animation_state.finished = 1;
}
void scene_youwin_anim_start(void *userdata) {
// Start FIGHT animation
game_state *gs = userdata;
scene *scene = game_state_get_scene(gs);
animation *youwin_ani = &bk_get_info(&scene->bk_data, 9)->ani;
object *youwin = malloc(sizeof(object));
object_create(youwin, gs, youwin_ani->start_pos, vec2f_create(0,0));
object_set_stl(youwin, bk_get_stl(&scene->bk_data));
object_set_animation(youwin, youwin_ani);
object_set_finish_cb(youwin, scene_youwin_anim_done);
game_state_add_object(gs, youwin, RENDER_LAYER_MIDDLE);
// This will release HARs for action
/*arena->state = ARENA_STATE_ENDING;*/
}
void scene_youlose_anim_done(object *parent) {
// Custom object finisher callback requires that we
// mark object as finished manually, if necessary.
parent->animation_state.finished = 1;
}
void scene_youlose_anim_start(void *userdata) {
// Start FIGHT animation
game_state *gs = userdata;
scene *scene = game_state_get_scene(gs);
animation *youlose_ani = &bk_get_info(&scene->bk_data, 8)->ani;
object *youlose = malloc(sizeof(object));
object_create(youlose, gs, youlose_ani->start_pos, vec2f_create(0,0));
object_set_stl(youlose, bk_get_stl(&scene->bk_data));
object_set_animation(youlose, youlose_ani);
object_set_finish_cb(youlose, scene_youlose_anim_done);
game_state_add_object(gs, youlose, RENDER_LAYER_MIDDLE);
// This will release HARs for action
/*arena->state = ARENA_STATE_ENDING;*/
}
void arena_repeat_controller(void *userdata) {
game_state *gs = userdata;
game_player *player1 = game_state_get_player(gs, 0);
controller_set_repeat(game_player_get_ctrl(player1), 1);
}
int is_netplay(scene *scene) {
if(game_state_get_player(scene->gs, 0)->ctrl->type == CTRL_TYPE_NETWORK ||
game_state_get_player(scene->gs, 1)->ctrl->type == CTRL_TYPE_NETWORK) {
return 1;
}
return 0;
}
int is_singleplayer(scene *scene) {
if(game_state_get_player(scene->gs, 1)->ctrl->type == CTRL_TYPE_AI) {
return 1;
}
return 0;
}
int is_demoplay(scene *scene) {
if(game_state_get_player(scene->gs, 0)->ctrl->type == CTRL_TYPE_AI &&
game_state_get_player(scene->gs, 1)->ctrl->type == CTRL_TYPE_AI) {
return 1;
}
return 0;
}
int is_twoplayer(scene *scene) {
if (!is_demoplay(scene) && !is_netplay(scene) && !is_singleplayer(scene)) {
return 1;
}
return 0;
}
void arena_screengrab_winner(scene* sc) {
game_state *gs = sc->gs;
// take victory pose screenshot for the newsroom
har *h1 = object_get_userdata(game_state_get_player(gs, 0)->har);
if(h1->state == STATE_VICTORY || h1->state == STATE_DONE) {
har_screencaps_capture(
&game_state_get_player(gs, 0)->screencaps,
game_state_get_player(gs, 0)->har,
SCREENCAP_POSE);
} else {
har_screencaps_capture(
&game_state_get_player(gs, 1)->screencaps,
game_state_get_player(gs, 1)->har,
SCREENCAP_POSE);
}
}
void arena_end(scene *sc) {
game_state *gs = sc->gs;
// Switch scene
if (is_demoplay(sc)) {
game_state_set_next(gs, rand_arena());
}
else if (is_singleplayer(sc)) {
game_state_set_next(gs, SCENE_NEWSROOM);
} else if (is_twoplayer(sc)) {
game_state_set_next(gs, SCENE_MELEE);
} else {
game_state_set_next(gs, SCENE_MENU);
}
}
void arena_reset(scene *sc) {
arena_local *local = scene_get_userdata(sc);
local->round++;
local->state = ARENA_STATE_STARTING;
// Kill all hazards and projectiles
game_state_clear_hazards_projectiles(sc->gs);
// Initial har data
vec2i pos[2];
int dir[2] = {OBJECT_FACE_RIGHT, OBJECT_FACE_LEFT};
pos[0] = vec2i_create(HAR1_START_POS, 190);
pos[1] = vec2i_create(HAR2_START_POS, 190);
// init HARs
for(int i = 0; i < 2; i++) {
// Declare some vars
game_player *player = game_state_get_player(sc->gs, i);
object *har_obj = game_player_get_har(player);
har *h = object_get_userdata(har_obj);
h->state = STATE_STANDING;
har_set_ani(har_obj, ANIM_IDLE, 1);
h->health = h->health_max;
h->endurance = h->endurance_max;
h->air_attacked = 0;
object_set_pos(har_obj, pos[i]);
object_set_vel(har_obj, vec2f_create(0, 0));
object_set_gravity(har_obj, 1);
object_set_direction(har_obj, dir[i]);
chr_score_clear_done(&player->score);
}
sc->bk_data.sound_translation_table[3] = 23 + local->round; // NUMBER
// ROUND animation
animation *round_ani = &bk_get_info(&sc->bk_data, 6)->ani;
object *round = malloc(sizeof(object));
object_create(round, sc->gs, round_ani->start_pos, vec2f_create(0,0));
object_set_stl(round, sc->bk_data.sound_translation_table);
object_set_animation(round, round_ani);
object_set_finish_cb(round, scene_ready_anim_done);
game_state_add_object(sc->gs, round, RENDER_LAYER_TOP);
// Round number
animation *number_ani = &bk_get_info(&sc->bk_data, 7)->ani;
object *number = malloc(sizeof(object));
object_create(number, sc->gs, number_ani->start_pos, vec2f_create(0,0));
object_set_stl(number, sc->bk_data.sound_translation_table);
object_set_animation(number, number_ani);
object_select_sprite(number, local->round);
object_set_sprite_override(number, 1);
game_state_add_object(sc->gs, number, RENDER_LAYER_TOP);
}
void arena_maybe_sync(scene *scene, int need_sync) {
game_state *gs = scene->gs;
game_player *player1 = game_state_get_player(gs, 0);
game_player *player2 = game_state_get_player(gs, 1);
if(need_sync
&& gs->role == ROLE_SERVER
&& (player1->ctrl->type == CTRL_TYPE_NETWORK || player2->ctrl->type == CTRL_TYPE_NETWORK)) {
// some of the moves did something interesting and we should synchronize the peer
serial ser;
serial_create(&ser);
game_state_serialize(scene->gs, &ser);
if (player1->ctrl->type == CTRL_TYPE_NETWORK) {
controller_update(player1->ctrl, &ser);
}
if (player2->ctrl->type == CTRL_TYPE_NETWORK) {
controller_update(player2->ctrl, &ser);
}
serial_free(&ser);
}
}
void arena_har_take_hit_hook(int hittee, af_move *move, scene *scene) {
chr_score *score;
chr_score *otherscore;
object *hit_har;
har *h;
if (is_netplay(scene) && scene->gs->role == ROLE_CLIENT) {
return; // netplay clients do not keep score
}
if (hittee == 1) {
score = game_player_get_score(game_state_get_player(scene->gs, 0));
otherscore = game_player_get_score(game_state_get_player(scene->gs, 1));
hit_har = game_player_get_har(game_state_get_player(scene->gs, 1));
} else {
score = game_player_get_score(game_state_get_player(scene->gs, 1));
otherscore = game_player_get_score(game_state_get_player(scene->gs, 0));
hit_har = game_player_get_har(game_state_get_player(scene->gs, 0));
}
h = hit_har->userdata;
if (h->state == STATE_RECOIL) {
DEBUG("COMBO!");
}
chr_score_hit(score, move->points);
chr_score_interrupt(otherscore, object_get_pos(hit_har));
arena_maybe_sync(scene, 1);
}
void arena_har_recover_hook(int player_id, scene *scene) {
chr_score *score;
object *o_har;
if (is_netplay(scene) && scene->gs->role == ROLE_CLIENT) {
return; // netplay clients do not keep score
}
if (player_id == 0) {
score = game_player_get_score(game_state_get_player(scene->gs, 1));
o_har = game_player_get_har(game_state_get_player(scene->gs, 1));
} else {
score = game_player_get_score(game_state_get_player(scene->gs, 0));
o_har = game_player_get_har(game_state_get_player(scene->gs, 0));
}
if(chr_score_end_combo(score, object_get_pos(o_har))) {
arena_maybe_sync(scene, 1);
}
}
void arena_har_hit_wall_hook(int player_id, int wall, scene *scene) {
object *o_har = game_player_get_har(game_state_get_player(scene->gs, player_id));
har *h = object_get_userdata(o_har);
if (scene->id == SCENE_ARENA2 && o_har->pos.y < 190 && (h->state == STATE_FALLEN || h->state == STATE_RECOIL) && abs(o_har->vel.x) >= 1) {
bk_info *info = bk_get_info(&scene->bk_data, 20+wall);
object *obj = malloc(sizeof(object));
object_create(obj, scene->gs, info->ani.start_pos, vec2f_create(0,0));
object_set_stl(obj, scene->bk_data.sound_translation_table);
object_set_animation(obj, &info->ani);
obj->singleton = 1;
if (game_state_add_object(scene->gs, obj, RENDER_LAYER_BOTTOM) == 0) {
h->state = STATE_FALLEN;
// Set hit animation
object_set_animation(o_har, &af_get_move(h->af_data, ANIM_DAMAGE)->ani);
object_set_repeat(o_har, 0);
// from MASTER.DAT
object_set_custom_string(o_har, "hQ1-hQ7-x-3Q5-x-2L5-x-2M900");
scene->gs->screen_shake_horizontal = 3*fabsf(o_har->vel.x);
if(scene->gs->screen_shake_horizontal == 0) {
scene->gs->screen_shake_horizontal = 16;
}
object_set_vel(obj, vec2f_create(0, 0));
// spawn the electricity on top of the HAR
// TODO this doesn't track the har's position well...
info = bk_get_info(&scene->bk_data, 22);
object *obj2 = malloc(sizeof(object));
object_create(obj2, scene->gs, vec2i_create(o_har->pos.x, o_har->pos.y), vec2f_create(0, 0));
object_set_stl(obj2, scene->bk_data.sound_translation_table);
object_set_animation(obj2, &info->ani);
object_dynamic_tick(obj2);
game_state_add_object(scene->gs, obj2, RENDER_LAYER_TOP);
} else {
object_free(obj);
free(obj);
}
return;
}
if (scene->id == SCENE_ARENA4 && o_har->pos.y < 190) {
DEBUG("hit desert wall %d", wall);
// desert always shows the 'hit' animation when you touch the wall
bk_info *info = bk_get_info(&scene->bk_data, 20+wall);
object *obj = malloc(sizeof(object));
object_create(obj, scene->gs, info->ani.start_pos, vec2f_create(0,0));
object_set_stl(obj, scene->bk_data.sound_translation_table);
object_set_animation(obj, &info->ani);
object_set_custom_string(obj, "brwA1-brwB1-brwD1-brwE0-brwD4-brwC2-brwB2-brwA2");
obj->singleton = 1;
if(game_state_add_object(scene->gs, obj, RENDER_LAYER_BOTTOM) != 0) {
object_free(obj);
free(obj);
}
}
#ifdef DEBUGMODE_STFU
DEBUG("velocity %d", abs(o_har->vel.x));
#endif
if ((h->state == STATE_FALLEN || h->state == STATE_RECOIL) && abs(o_har->vel.x) > 5) {
h->state = STATE_RECOIL;
// Set hit animation
object_set_animation(o_har, &af_get_move(h->af_data, ANIM_DAMAGE)->ani);
object_set_repeat(o_har, 0);
scene->gs->screen_shake_horizontal = 3*fabsf(o_har->vel.x);
// from MASTER.DAT
object_set_custom_string(o_har, "hQ10-x-3Q5-x-2L5-x-2M900");
o_har->vel.x = 0.f;
}
}
void arena_har_defeat_hook(int player_id, scene *scene) {
game_state *gs = scene->gs;
arena_local *local = scene_get_userdata(scene);
int other_player_id = abs(player_id - 1);
game_player *player_winner = game_state_get_player(scene->gs, other_player_id);
game_player *player_loser = game_state_get_player(scene->gs, player_id);
object *winner = game_player_get_har(player_winner);
object *loser = game_player_get_har(player_loser);
har *winner_har = object_get_userdata(winner);
// XXX need a smarter way to detect if a player is networked or local
if(player_winner->ctrl->type != CTRL_TYPE_NETWORK &&
player_loser->ctrl->type == CTRL_TYPE_NETWORK) {
scene_youwin_anim_start(scene->gs);
} else if(player_winner->ctrl->type == CTRL_TYPE_NETWORK &&
player_loser->ctrl->type != CTRL_TYPE_NETWORK) {
scene_youlose_anim_start(scene->gs);
} else {
if (!is_singleplayer(scene)) {
// XXX in two player mode, "you win" should always be displayed
scene_youwin_anim_start(scene->gs);
} else {
if (player_id == 1) {
scene_youwin_anim_start(scene->gs);
} else {
scene_youlose_anim_start(scene->gs);
}
}
}
chr_score *score = game_player_get_score(game_state_get_player(gs, other_player_id));
object_select_sprite(local->player_rounds[other_player_id][score->rounds], 0);
score->rounds++;
if (score->rounds >= ceil(local->rounds/2.0f)) {
har_set_ani(winner, ANIM_VICTORY, 0);
chr_score_victory(score, winner_har->health);
winner_har->state = STATE_VICTORY;
local->over = 1;
if (is_singleplayer(scene)) {
player_winner->sp_wins |= 2 << player_loser->pilot_id;
if (player_loser->pilot_id == 10) {
// can't scrap/destruct kreissack
winner_har->state = STATE_DONE;
// major go boom
har_set_ani(loser, 47, 1);
}
}
} else {
har_set_ani(winner, ANIM_VICTORY, 0);
// can't do scrap/destruct except on final round
winner_har->state = STATE_DONE;
}
winner_har->executing_move = 1;
object_set_vel(loser, vec2f_create(0, 0));
object_set_vel(winner, vec2f_create(0, 0));
//object_set_gravity(loser, 0);
arena_maybe_sync(scene,
chr_score_interrupt(score, object_get_pos(winner)));
}
void arena_maybe_turn_har(int player_id, scene* scene) {
int other_player_id = abs(player_id - 1);
object *obj_har1 = game_player_get_har(game_state_get_player(scene->gs, player_id));
object *obj_har2 = game_player_get_har(game_state_get_player(scene->gs, other_player_id));
if (obj_har1->pos.x > obj_har2->pos.x) {
object_set_direction(obj_har1, OBJECT_FACE_LEFT);
} else {
object_set_direction(obj_har1, OBJECT_FACE_RIGHT);
}
// there isn;t an idle event hook, so do the best we can...
har *har2 = obj_har2->userdata;
if ((har2->state == STATE_STANDING || har_is_crouching(har2) || har_is_walking(har2)) && !har2->executing_move) {
object_set_direction(obj_har2, object_get_direction(obj_har1) * -1);
}
}
void arena_har_hook(har_event event, void *data) {
scene *scene = data;
int other_player_id = abs(event.player_id - 1);
arena_local *arena = scene_get_userdata(scene);
chr_score *score = game_player_get_score(game_state_get_player(scene->gs, event.player_id));
object *obj_har1 = game_player_get_har(game_state_get_player(scene->gs, event.player_id));
object *obj_har2 = game_player_get_har(game_state_get_player(scene->gs, other_player_id));
har *har1 = obj_har1->userdata;
har *har2 = obj_har2->userdata;
switch (event.type) {
case HAR_EVENT_WALK:
arena_maybe_turn_har(event.player_id, scene);
break;
case HAR_EVENT_AIR_TURN:
arena_maybe_turn_har(event.player_id, scene);
break;
case HAR_EVENT_TAKE_HIT:
if(af_get_move(har2->af_data, obj_har2->cur_animation->id)->category != CAT_CLOSE) {
arena_maybe_turn_har(event.player_id, scene);
}
arena_har_take_hit_hook(event.player_id, event.move, scene);
break;
case HAR_EVENT_HIT_WALL:
arena_har_hit_wall_hook(event.player_id, event.wall, scene);
break;
case HAR_EVENT_ATTACK:
if(object_is_airborne(obj_har1)) {
har1->air_attacked = 1;
DEBUG("AIR ATTACK %u", event.player_id);
} else {
arena_maybe_turn_har(event.player_id, scene);
}
break;
case HAR_EVENT_LAND:
arena_maybe_turn_har(event.player_id, scene);
har1->air_attacked = 0;
DEBUG("LAND %u", event.player_id);
arena_maybe_sync(scene, 1);
break;
case HAR_EVENT_RECOVER:
arena_har_recover_hook(event.player_id, scene);
if(!object_is_airborne(obj_har1)) {
arena_maybe_turn_har(event.player_id, scene);
har1->air_attacked = 0;
DEBUG("RECOVER %u", event.player_id);
}
break;
case HAR_EVENT_DEFEAT:
arena_har_defeat_hook(event.player_id, scene);
if (arena->state != ARENA_STATE_ENDING) {
arena->ending_ticks = 0;
arena->state = ARENA_STATE_ENDING;
}
break;
case HAR_EVENT_SCRAP:
chr_score_scrap(score);
break;
case HAR_EVENT_DESTRUCTION:
chr_score_destruction(score);
DEBUG("DESTRUCTION!");
break;
case HAR_EVENT_DONE:
chr_score_done(score);
DEBUG("DONE!");
break;
}
}
void maybe_install_har_hooks(scene *scene) {
object *obj_har1,*obj_har2;
obj_har1 = game_player_get_har(game_state_get_player(scene->gs, 0));
obj_har2 = game_player_get_har(game_state_get_player(scene->gs, 1));
har *har1, *har2;
har1 = obj_har1->userdata;
har2 = obj_har2->userdata;
if (scene->gs->role == ROLE_CLIENT) {
game_player *_player[2];
for(int i = 0; i < 2; i++) {
_player[i] = game_state_get_player(scene->gs, i);
}
if(game_player_get_ctrl(_player[0])->type == CTRL_TYPE_NETWORK) {
har_install_action_hook(har2, &net_controller_har_hook, _player[0]->ctrl);
}
if(game_player_get_ctrl(_player[1])->type == CTRL_TYPE_NETWORK) {
har_install_action_hook(har1, &net_controller_har_hook, _player[1]->ctrl);
}
}
har_install_hook(har1, &arena_har_hook, scene);
har_install_hook(har2, &arena_har_hook, scene);
}
// -------- Scene callbacks --------
void arena_free(scene *scene) {
arena_local *local = scene_get_userdata(scene);
game_state_set_paused(scene->gs, 0);
for(int i = 0; i < 2; i++) {
game_player *player = game_state_get_player(scene->gs, i);
game_player_set_har(player, NULL);
//game_player_set_ctrl(player, NULL);
controller_set_repeat(game_player_get_ctrl(player), 0);
for (int j = 0; j < 4; j++) {
if (j < ceil(local->rounds / 2.0f)) {
free(local->player_rounds[i][j]);
}
}
}
textbutton_free(&local->title_button);
textbutton_free(&local->return_button);
textslider_free(&local->sound_slider);
textslider_free(&local->music_slider);
textslider_free(&local->speed_slider);
textbutton_free(&local->video_button);
textbutton_free(&local->help_button);
textbutton_free(&local->quit_button);
menu_free(&local->game_menu);
surface_free(&local->sur);
music_stop();
progressbar_free(&local->player1_health_bar);
progressbar_free(&local->player2_health_bar);
progressbar_free(&local->player1_endurance_bar);
progressbar_free(&local->player2_endurance_bar);
settings_save();
free(local);
}
int arena_handle_events(scene *scene, game_player *player, ctrl_event *i) {
int need_sync = 0;
arena_local *local = scene_get_userdata(scene);
if (i) {
do {
if(i->type == EVENT_TYPE_ACTION && i->event_data.action == ACT_ESC && player == game_state_get_player(scene->gs, 0)) {
// toggle menu
local->menu_visible = !local->menu_visible;
game_state_set_paused(scene->gs, local->menu_visible);
need_sync = 1;
controller_set_repeat(game_player_get_ctrl(player), !local->menu_visible);
DEBUG("local menu %d, controller repeat %d", local->menu_visible, game_player_get_ctrl(player)->repeat);
} else if(i->type == EVENT_TYPE_ACTION && local->menu_visible && player == game_state_get_player(scene->gs, 0) && !is_demoplay(scene)) {
DEBUG("menu event %d", i->event_data.action);
// menu events
menu_handle_action(&local->game_menu, i->event_data.action);
} else if(i->type == EVENT_TYPE_ACTION) {
if (player->ctrl->type == CTRL_TYPE_NETWORK) {
do {
object_act(game_player_get_har(player), i->event_data.action);
} while ((i = i->next) && i->type == EVENT_TYPE_ACTION);
// always trigger a synchronization, since if the client's move did not actually happen, we want to rewind them ASAP
need_sync = 1;
// XXX do we need to continue here, since we screwed with 'i'?
} else {
need_sync += object_act(game_player_get_har(player), i->event_data.action);
}
} else if (i->type == EVENT_TYPE_SYNC) {
DEBUG("sync");
game_state_unserialize(scene->gs, i->event_data.ser, player->ctrl->rtt);
maybe_install_har_hooks(scene);
} else if (i->type == EVENT_TYPE_CLOSE) {
game_state_set_next(scene->gs, SCENE_MENU);
return 0;
}
} while(i && (i = i->next));
}
return need_sync;
}
void arena_spawn_hazard(scene *scene) {
iterator it;
hashmap_iter_begin(&scene->bk_data.infos, &it);
hashmap_pair *pair = NULL;
if (is_netplay(scene) && scene->gs->role == ROLE_CLIENT) {
// only the server spawns hazards
return;
}
int changed = 0;
while((pair = iter_next(&it)) != NULL) {
bk_info *info = (bk_info*)pair->val;
if(info->probability > 1) {
if (rand_int(info->probability) == 1) {
// TODO don't spawn it if we already have this animation running
object *obj = malloc(sizeof(object));
object_create(obj, scene->gs, info->ani.start_pos, vec2f_create(0,0));
object_set_stl(obj, scene->bk_data.sound_translation_table);
object_set_animation(obj, &info->ani);
if (scene->id == SCENE_ARENA3 && info->ani.id == 0) {
// XXX fire pit orb has a bug whwre it double spawns. Use a custom animation string to avoid it
// it mioght be to do with the 'mp' tag, which we don't currently understand
object_set_custom_string(obj, "Z3-mx+160my+100m15mp10Z1-Z300");
}
/*object_set_spawn_cb(obj, cb_scene_spawn_object, (void*)scene);*/
/*object_set_destroy_cb(obj, cb_scene_destroy_object, (void*)scene);*/
hazard_create(obj, scene);
obj->singleton = 1;
if (game_state_add_object(scene->gs, obj, RENDER_LAYER_BOTTOM) == 0) {
object_set_layers(obj, LAYER_HAZARD|LAYER_HAR);
object_set_group(obj, GROUP_PROJECTILE);
object_set_userdata(obj, &scene->bk_data);
if (info->ani.extra_string_count > 0) {
// For the desert, there's a bunch of extra animation strgins for
// the different plane formations.
// Pick one, rather than always use the first
int r = rand_int(info->ani.extra_string_count);
if (r > 0) {
str *s = vector_get(&info->ani.extra_strings, r);
object_set_custom_string(obj, str_c(s));
}
}
// XXX without this, the object does not unserialize correctly in netplay
object_dynamic_tick(obj);
DEBUG("Arena tick: Hazard with probability %d started.", info->probability, info->ani.id);
changed++;
} else {
object_free(obj);
free(obj);
}
}
}
}
arena_maybe_sync(scene, changed);
}
void arena_dynamic_tick(scene *scene, int paused) {
arena_local *local = scene_get_userdata(scene);
game_state *gs = scene->gs;
game_player *player1 = game_state_get_player(gs, 0);
game_player *player2 = game_state_get_player(gs, 1);
if(!paused) {
// Handle scrolling score texts
chr_score_tick(game_player_get_score(game_state_get_player(scene->gs, 0)));
chr_score_tick(game_player_get_score(game_state_get_player(scene->gs, 1)));
// Turn the HARs to face the enemy
object *obj_har1,*obj_har2;
obj_har1 = game_player_get_har(game_state_get_player(scene->gs, 0));
obj_har2 = game_player_get_har(game_state_get_player(scene->gs, 1));
har *har1, *har2;
har1 = obj_har1->userdata;
har2 = obj_har2->userdata;
har1->delay = ceil(player2->ctrl->rtt / 2.0f);
har2->delay = ceil(player1->ctrl->rtt / 2.0f);
if(local->state != ARENA_STATE_ENDING && local->state != ARENA_STATE_STARTING) {
settings *setting = settings_get();
if (setting->gameplay.hazards_on) {
arena_spawn_hazard(scene);
}
}
if(local->state == ARENA_STATE_ENDING) {
chr_score *s1 = game_player_get_score(game_state_get_player(scene->gs, 0));
chr_score *s2 = game_player_get_score(game_state_get_player(scene->gs, 1));
if (player_frame_isset(obj_har1, "be")
|| player_frame_isset(obj_har2, "be")
|| chr_score_onscreen(s1)
|| chr_score_onscreen(s2)) {
/*DEBUG("blocking ending");*/
} else {
local->ending_ticks++;
}
if(local->ending_ticks == 18) {
arena_screengrab_winner(scene);
}
if(local->ending_ticks > 20) {
if (!local->over) {
arena_reset(scene);
} else {
arena_end(scene);
}
}
}
// Pour some rein!
if(local->rein_enabled) {
if(rand_float() > 0.65f) {
vec2i pos = vec2i_create(rand_int(NATIVE_W), -10);
for(int harnum = 0;harnum < game_state_num_players(gs);harnum++) {
object *h_obj = game_state_get_player(gs, harnum)->har;
har *h = object_get_userdata(h_obj);
// Calculate velocity etc.
float rv = rand_float() - 0.5f;
float velx = rv;
float vely = -12 * sin(0 / 2 + rv);
// Make sure scrap has somekind of velocity
// (to prevent floating scrap objects)
if(vely < 0.1 && vely > -0.1) vely += 0.21;
// Create the object
object *scrap = malloc(sizeof(object));
int anim_no = rand_int(3) + ANIM_SCRAP_METAL;
object_create(scrap, gs, pos, vec2f_create(velx, vely));
object_set_animation(scrap, &af_get_move(h->af_data, anim_no)->ani);
object_set_gravity(scrap, 0.4f);
object_set_pal_offset(scrap, object_get_pal_offset(h_obj));
object_set_layers(scrap, LAYER_SCRAP);
object_dynamic_tick(scrap);
scrap->cast_shadow = 1;
scrap_create(scrap);
game_state_add_object(gs, scrap, RENDER_LAYER_TOP);
}
}
}
} // if(!paused)
int need_sync = 0;
// allow enemy HARs to move during a network game
need_sync += arena_handle_events(scene, player1, player1->ctrl->extra_events);
need_sync += arena_handle_events(scene, player2, player2->ctrl->extra_events);
arena_maybe_sync(scene, need_sync);
}
void arena_static_tick(scene *scene, int paused) {
arena_local *local = scene_get_userdata(scene);
menu_tick(&local->game_menu);
}
void arena_input_tick(scene *scene) {
game_player *player1 = game_state_get_player(scene->gs, 0);
game_player *player2 = game_state_get_player(scene->gs, 1);
ctrl_event *p1 = NULL, *p2 = NULL;
controller_poll(player1->ctrl, &p1);
controller_poll(player2->ctrl, &p2);
int need_sync = 0;
need_sync += arena_handle_events(scene, player1, p1);
need_sync += arena_handle_events(scene, player2, p2);
controller_free_chain(p1);
controller_free_chain(p2);
arena_maybe_sync(scene, need_sync);
}
int arena_event(scene *scene, SDL_Event *e) {
// ESC during demo mode jumps you back to the main menu
if (e->type == SDL_KEYDOWN && is_demoplay(scene) && e->key.keysym.sym == SDLK_ESCAPE) {
game_state_set_next(scene->gs, SCENE_MENU);
}
return 0;
}
void arena_render_overlay(scene *scene) {
arena_local *local = scene_get_userdata(scene);
// Render bars
game_player *player[2];
object *obj[2];
char buf[40];
#ifdef DEBUGMODE
sprintf(buf, "%u", game_state_get_tick(scene->gs));
font_render(&font_small, buf, 160, 0, TEXT_COLOR);
sprintf(buf, "%u", rand_get_seed());
font_render(&font_small, buf, 130, 8, TEXT_COLOR);
#endif
har *har[2];
for(int i = 0; i < 2; i++) {
player[i] = game_state_get_player(scene->gs, i);
obj[i] = game_player_get_har(player[i]);
har[i] = object_get_userdata(obj[i]);
}
if(obj[0] != NULL && obj[1] != NULL) {
float p1_hp = (float)har[0]->health / (float)har[0]->health_max;
float p2_hp = (float)har[1]->health / (float)har[1]->health_max;
progressbar_set(&local->player1_health_bar, p1_hp * 100);
progressbar_set(&local->player2_health_bar, p2_hp * 100);
progressbar_render(&local->player1_health_bar);
progressbar_render(&local->player2_health_bar);
// Set endurance bar
float p1_en = (float)har[0]->endurance / (float)har[0]->endurance_max;
float p2_en = (float)har[1]->endurance / (float)har[1]->endurance_max;
progressbar_set(&local->player1_endurance_bar, p1_en * 100);
progressbar_set(&local->player2_endurance_bar, p2_en * 100);
if (p1_en * 100 < 50 && scene->gs->tick % 8 < 4) {
progressbar_render_flashing(&local->player1_endurance_bar, 1);
} else {
progressbar_render(&local->player1_endurance_bar);
}
if (p2_en * 100 < 50 && scene->gs->tick % 8 < 4) {
progressbar_render_flashing(&local->player2_endurance_bar, 1);
} else {
progressbar_render(&local->player2_endurance_bar);
}
// Render HAR and pilot names
font_render_shadowed(&font_small,
lang_get(player[0]->pilot_id+20),
5, 19,
TEXT_COLOR,
TEXT_SHADOW_RIGHT|TEXT_SHADOW_BOTTOM);
font_render_shadowed(&font_small,
lang_get((player[0]->har_id)+31),
5, 26,
TEXT_COLOR,
TEXT_SHADOW_RIGHT|TEXT_SHADOW_BOTTOM);
int p2len = (strlen(lang_get(player[1]->pilot_id+20))-1) * font_small.w;
int h2len = (strlen(lang_get((player[1]->har_id)+31))-1) * font_small.w;
font_render_shadowed(&font_small,
lang_get(player[1]->pilot_id+20),
315-p2len, 19,
TEXT_COLOR,
TEXT_SHADOW_RIGHT|TEXT_SHADOW_BOTTOM);
font_render_shadowed(&font_small,
lang_get((player[1]->har_id)+31),
315-h2len, 26,
TEXT_COLOR,
TEXT_SHADOW_RIGHT|TEXT_SHADOW_BOTTOM);
// Render score stuff
chr_score_render(game_player_get_score(player[0]));
// Do not render player 2 score in 1 player mode
if(game_player_get_selectable(player[1])) {
chr_score_render(game_player_get_score(player[1]));
}
// render ping, if player is networked
if (player[0]->ctrl->type == CTRL_TYPE_NETWORK) {
sprintf(buf, "ping %u", player[0]->ctrl->rtt);
font_render(&font_small, buf, 5, 40, TEXT_COLOR);
}
if (player[1]->ctrl->type == CTRL_TYPE_NETWORK) {
sprintf(buf, "ping %u", player[1]->ctrl->rtt);
font_render(&font_small, buf, 315-(strlen(buf)*font_small.w), 40, TEXT_COLOR);
}
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 4; j++) {
if (local->player_rounds[i][j]) {
object_render(local->player_rounds[i][j]);
}
}
}
}
// Render menu (if visible)
if(local->menu_visible) {
menu_render(&local->game_menu);
video_render_sprite(&local->sur, 10, 150, BLEND_ALPHA, 0);
}
}
int arena_get_state(scene *scene) {
arena_local *local = scene_get_userdata(scene);
return local->state;