File WfBasicAxe.c
File List > game > src > items > WfBasicAxe.c
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#include "WfBasicAxe.h"
#include "WfItem.h"
#include "WfPlayer.h"
#include "Entities.h"
#include <stdlib.h>
#include "EngineUtils.h"
#include "Audio.h"
#include "TimerPool.h"
#include "Game2DLayer.h"
#include "GameFramework.h"
#include "ObjectPool.h"
#include "WfItemHelpers.h"
#include "EntityQuadTree.h"
#include "Game2DLayer.h"
#include "Geometry.h"
#include "Maths.h"
#include "WfEntityMessages.h"
#include "Log.h"
#define AXE_FAN_WIDTH DEGREES_TO_RADIANS(45.0f)
#define AXE_FAN_LENGTH (64.0F)
#define AXE_DAMAGE 10.0f
struct AxeHitHandlerContext
{
struct GameFrameworkLayer* pLayer;
struct GameLayer2DData* pData;
HEntity2D hEntPlayer;
};
static OBJECT_POOL(struct AxeHitHandlerContext) gAxeHitContextPool;
static struct ZZFXSound gSwingSound = {1.0,0.05,32.268,0.008,0.046,0.208,0,1.0,2.662,2.312,0.0,0.0,0.178,1.778,0.0,0.106,0.0,0.431,0.174,0.076,0.0};
static void OnMakeCurrentItem(struct Entity2D* pPlayer, struct GameFrameworkLayer* pLayer)
{
struct WfPlayerEntData* pEntData = WfGetPlayerEntData(pPlayer);
pEntData->animationSet.layersMask = (1 << WfToolAnimationLayer);
pEntData->animationSet.bgLayersMask = (1 << WfBG1);
pEntData->animationSet.layers[WfToolAnimationLayer].walkAnimations[Up] = "walk-axe-male-up";
pEntData->animationSet.layers[WfToolAnimationLayer].walkAnimations[Down] = "walk-axe-male-down";
pEntData->animationSet.layers[WfToolAnimationLayer].walkAnimations[Left] = "walk-axe-male-left";
pEntData->animationSet.layers[WfToolAnimationLayer].walkAnimations[Right] = "walk-axe-male-right";
pEntData->animationSet.layers[WfToolAnimationLayer].slashAnimations[Up] = "axe-slash-male-up-fg";
pEntData->animationSet.layers[WfToolAnimationLayer].slashAnimations[Down] = "axe-slash-male-down-fg";
pEntData->animationSet.layers[WfToolAnimationLayer].slashAnimations[Left] = "axe-slash-male-left-fg";
pEntData->animationSet.layers[WfToolAnimationLayer].slashAnimations[Right] = "axe-slash-male-right-fg";
ZeroMemory(pEntData->animationSet.bgLayers[WfBG1].walkAnimations, sizeof(const char*) * NUM_ANIMATIONS);
pEntData->animationSet.bgLayers[WfBG1].slashAnimations[Up] = "axe-slash-male-up-bg";
pEntData->animationSet.bgLayers[WfBG1].slashAnimations[Down] = "axe-slash-male-down-bg";
pEntData->animationSet.bgLayers[WfBG1].slashAnimations[Left] = "axe-slash-male-left-bg";
pEntData->animationSet.bgLayers[WfBG1].slashAnimations[Right] = "axe-slash-male-right-bg";
struct Component2D* pComp = WfGetPlayerAnimationLayerComponent(pPlayer, WfToolAnimationLayer);
WfSetPlayerOverlayAnimations(pEntData->directionFacing, pLayer, pEntData, pPlayer);
pComp->data.spriteAnimator.onSprite = 0;
}
static void OnStopBeingCurrentItem(struct Entity2D* pPlayer, struct GameFrameworkLayer* pLayer)
{
struct WfPlayerEntData* pEntData = WfGetPlayerEntData(pPlayer);
pEntData->animationSet.layersMask &= ~(1 << WfToolAnimationLayer);
struct Component2D* pComp = WfGetPlayerAnimationLayerComponent(pPlayer, WfToolAnimationLayer);
pComp->data.spriteAnimator.bDraw = false;
}
static bool ProcessAxeUsage(struct SDTimer* pTimer)
{
struct AxeHitHandlerContext* pCtx = &gAxeHitContextPool[(HGeneric)pTimer->pUserData];
struct Entity2D* pPlayerEnt = Et2D_GetEntity(&pCtx->pData->entities, pCtx->hEntPlayer);
struct WfPlayerEntData* pPlayerData = WfGetPlayerEntData(pPlayerEnt);
vec2 playerGroundPos;
WfPlayerGetGroundContactPoint(pPlayerEnt, playerGroundPos);
vec2 dir;
WfGetDirectionVector(pPlayerData->directionFacing, dir);
struct WfSearchFan fan =
{
.base[0] = playerGroundPos[0],
.base[1] = playerGroundPos[1],
.direction[0] = dir[0],
.direction[1] = dir[1],
.length = AXE_FAN_LENGTH,
.widthRadians = AXE_FAN_WIDTH,
};
static VECTOR(struct Entity2D*) sFoundEnts = NULL;
if(!sFoundEnts)
{
sFoundEnts = NEW_VECTOR(struct Entity2D*);
}
sFoundEnts = VectorClear(sFoundEnts);
sFoundEnts = WfFindEntitiesWithinFan(&fan, pCtx->pLayer, pCtx->pData, WfDynamicEntities | WfStaticEntities, sFoundEnts);
Log_Info("Entities in fan %i", VectorSize(sFoundEnts));
struct Entity2D* pHit = VectorSize(sFoundEnts) > 0 ? sFoundEnts[0] : NULL;//WfFindClosestEntity(fan.base, sFoundEnts);
if(pHit)
{
struct WfDamageMsg* pDamageMsg = NULL;
struct EntityToEntityMessage msg =
{
.type = E2EM_Damage,
.data.hMsgData = WfAllocateDamageMessageData(&pDamageMsg),
.freer = &WfDamageMsgFreer,
.sender = pPlayerEnt->thisEntity,
.recipient = pHit->thisEntity
};
pDamageMsg->damage = AXE_DAMAGE;
pDamageMsg->type = WfAxeDamage;
Et2D_SendEntity2EntityMsg(&pCtx->pData->entities, &msg);
}
FreeObjectPoolIndex(gAxeHitContextPool, (HGeneric)pTimer->pUserData);
return true; /* remove timer */
}
static bool OnUseItem(struct Entity2D* pPlayer, struct GameFrameworkLayer* pLayer)
{
Au_PlayZzFX(&gSwingSound);
struct GameLayer2DData* pData = pLayer->userData;
HGeneric hCtx = NULL_HANDLE;
gAxeHitContextPool = GetObjectPoolIndex(gAxeHitContextPool, &hCtx);
struct AxeHitHandlerContext ctx = {
.hEntPlayer = pPlayer->thisEntity,
.pData = pData,
.pLayer = pLayer
};
gAxeHitContextPool[hCtx] = ctx;
struct WfPlayerEntData* pEntData = WfGetPlayerEntData(pPlayer);
char* anim_name = pEntData->animationSet.layers[WfToolAnimationLayer].slashAnimations[pEntData->directionFacing];
HTimer t = WfScheduleCallbackOnAnimation(pPlayer, pLayer, &ProcessAxeUsage, 0.3, anim_name, (void*)hCtx);
return true;
}
static bool TryEquip(struct Entity2D* pPlayer, struct GameFrameworkLayer* pLayer, enum WfEquipSlot slot)
{
return false;
}
static struct WfItemDef gDef =
{
.UISpriteName = "basic-axe",
.pUserData = NULL,
.onMakeCurrent = &OnMakeCurrentItem,
.onStopBeingCurrent = &OnStopBeingCurrentItem,
.onUseItem = &OnUseItem,
.onTryEquip = &TryEquip,
.onUseAnimation = WfSlashAnim,
.bCanUseItem = true,
.pickupSpriteName = "basic-axe",
};
void WfAddBasicAxeDef()
{
gAxeHitContextPool = NEW_OBJECT_POOL(struct AxeHitHandlerContext, 4);
WfAddItemDef(&gDef);
}