taisei/src/credits.c

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/*
* This software is licensed under the terms of the MIT-License
* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2017, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2017, Andrei Alexeyev <akari@alienslab.net>.
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*/
#include "credits.h"
#include "global.h"
#include "stageutils.h"
#include "video.h"
static Stage3D bgcontext;
typedef struct CreditsEntry {
char **data;
int lines;
int time;
} CreditsEntry;
static struct {
CreditsEntry *entries;
int ecount;
float panelalpha;
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int end;
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} credits;
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void credits_fill(void) {
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// In case the shortened URLs break,
// Tuck V's YouTube: https://www.youtube.com/channel/UCaw73cuHLnFCSpjOtt_9pyg
// Lalasa's YouTube: https://www.youtube.com/channel/UCc6ePuGLYnKTkdDqxP3OB4Q
// vnutriya's bandcamp: https://vnutriya.bandcamp.com/
credits_add("Taisei Project\nbrought to you by…", 200);
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credits_add("laochailan\nLukas Weber\nlaochailan@web.de\n\nProgramming, game design,\ngraphics", 300);
credits_add("Akari\nAndrei Alexeyev\nakari@alienslab.net\n\nProgramming, game design", 300);
credits_add("Tuck V\nDiscord: @Tuck#1679\nYouTube: https://is.gd/exafez\n\nOriginal soundtrack", 300);
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credits_add("vnutriya\nMikhail Novik\nBandcamp: https://is.gd/owojix\n\nSound effects", 300);
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credits_add("Lalasa\nOla Kruzel\nokruzel@comcast.net\nYouTube: https://is.gd/ohihef\n\nWriting, playtesting", 300);
credits_add("lachs0r\nMartin Herkt\nlachs0r@hong-mailing.de\n\nHosting, packaging,\nspiritual guidance", 300);
credits_add("makise-homura\nIgor Molchanov\nakemi_homura@kurisa.ch\n\nCode contributions\nElbrus compatible™", 300);
credits_add("aiju\nJulius Schmidt\nhttp://aiju.de/\n\nI don't remember what this guy did", 300);
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credits_add("Special Thanks", 300);
credits_add("ZUN\nfor Tōhō Project\nhttp://www16.big.or.jp/~zun/", 300);
credits_add("Mochizuki Ado\nfor a nice yukkuri image", 300);
credits_add("…and You!\nfor playing", 300);
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credits_add("Visit Us\nhttps://taisei-project.org/\n\nAnd join our IRC channel\n#taisei-project at irc.freenode.net\n\nOr our Discord server\nhttps://discord.gg/JEHCMzW", 500);
credits_add("*", 150);
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}
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void credits_add(char *data, int time) {
CreditsEntry *e;
char *c, buf[256];
int l = 0, i = 0;
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credits.entries = realloc(credits.entries, (++credits.ecount) * sizeof(CreditsEntry));
e = &(credits.entries[credits.ecount-1]);
e->time = time;
e->lines = 1;
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for(c = data; *c; ++c)
if(*c == '\n') e->lines++;
e->data = malloc(e->lines * sizeof(char*));
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for(c = data; *c; ++c) {
if(*c == '\n') {
buf[i] = 0;
e->data[l] = malloc(strlen(buf) + 1);
strcpy(e->data[l], buf);
i = 0;
++l;
} else {
buf[i++] = *c;
}
}
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buf[i] = 0;
e->data[l] = malloc(strlen(buf) + 1);
strcpy(e->data[l], buf);
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credits.end += time + CREDITS_ENTRY_FADEOUT;
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}
Vector **stage6_towerwall_pos(Vector pos, float maxrange);
void stage6_towerwall_draw(Vector pos);
void credits_skysphere_draw(Vector pos) {
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, get_tex("stage6/sky")->gltex);
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glPushMatrix();
glTranslatef(pos[0], pos[1], pos[2]-30);
float s = 370;
glScalef(s, s, s);
draw_model("skysphere");
glPopMatrix();
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glEnable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
}
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void credits_towerwall_draw(Vector pos) {
glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, get_tex("stage6/towerwall")->gltex);
Shader *s = get_shader("tower_wall");
glUseProgram(s->prog);
glUniform1i(uniloc(s, "lendiv"), 2800.0 + 300.0 * sin(global.frames / 77.7));
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glPushMatrix();
glTranslatef(pos[0], pos[1], pos[2]);
// glRotatef(90, 1,0,0);
glScalef(30,30,30);
draw_model("towerwall");
glPopMatrix();
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glUseProgram(0);
glDisable(GL_TEXTURE_2D);
}
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Vector **credits_skysphere_pos(Vector pos, float maxrange) {
return single3dpos(pos, maxrange, bgcontext.cx);
}
void credits_init(void) {
memset(&credits, 0, sizeof(credits));
init_stage3d(&bgcontext);
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add_model(&bgcontext, credits_skysphere_draw, credits_skysphere_pos);
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add_model(&bgcontext, credits_towerwall_draw, stage6_towerwall_pos);
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bgcontext.cx[0] = 0;
bgcontext.cx[1] = 600;
bgcontext.crot[0] = 0;
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global.frames = 0;
credits_fill();
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credits.end += 500 + CREDITS_ENTRY_FADEOUT;
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}
void credits_draw_entry(CreditsEntry *e) {
int time = global.frames - 400, i;
bool yukkuri = false;
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float first, other = 0, fadein = 1, fadeout = 1;
CreditsEntry *o;
Texture *ytex = NULL;
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for(o = credits.entries; o != e; ++o)
time -= o->time + CREDITS_ENTRY_FADEOUT;
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if(time < 0)
return;
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if(time <= CREDITS_ENTRY_FADEIN)
fadein = time / CREDITS_ENTRY_FADEIN;
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if(time - e->time - CREDITS_ENTRY_FADEIN > 0)
fadeout = max(0, 1 - (time - e->time - CREDITS_ENTRY_FADEIN) / CREDITS_ENTRY_FADEOUT);
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if(!fadein || !fadeout)
return;
if(*(e->data[0]) == '*') {
yukkuri = true;
ytex = get_tex("yukkureimu");
}
first = yukkuri? ytex->trueh * CREDITS_YUKKURI_SCALE : (stringheight(e->data[0], _fonts.mainmenu) * 1.2);
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if(e->lines > 1)
other = stringheight(e->data[1], _fonts.standard) * 1.3;
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glPushMatrix();
if(fadein < 1)
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glTranslatef(0, SCREEN_W * pow(1 - fadein, 2) * 0.5, 0);
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else if(fadeout < 1)
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glTranslatef(0, SCREEN_W * pow(1 - fadeout, 2) * -0.5, 0);
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glColor4f(1, 1, 1, fadein * fadeout);
for(i = 0; i < e->lines; ++i) {
if(yukkuri && !i) {
glPushMatrix();
glScalef(CREDITS_YUKKURI_SCALE, CREDITS_YUKKURI_SCALE, 1.0);
draw_texture_p(0, (first + other * (e->lines-1)) / -8 + 10 * sin(global.frames / 10.0) * fadeout * fadein, ytex);
glPopMatrix();
} else draw_text(AL_Center, 0,
(first + other * (e->lines-1)) * -0.25 + (i? first/4 + other/2 * i : 0) + (yukkuri? other*2.5 : 0), e->data[i],
(i? _fonts.standard : _fonts.mainmenu));
}
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glPopMatrix();
glColor4f(1, 1, 1, 1);
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}
void credits_draw(void) {
//glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(-SCREEN_W/2, 0, 0);
glEnable(GL_DEPTH_TEST);
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set_perspective_viewport(&bgcontext, 100, 9000, 0, 0, SCREEN_W, SCREEN_H);
draw_stage3d(&bgcontext, 10000);
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glPopMatrix();
set_ortho();
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glPushMatrix();
glColor4f(0, 0, 0, credits.panelalpha * 0.7);
glTranslatef(SCREEN_W/4*3, SCREEN_H/2, 0);
glScalef(300, SCREEN_H, 1);
draw_quad();
glPopMatrix();
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glPushMatrix();
glColor4f(1, 1, 1, credits.panelalpha * 0.7);
glTranslatef(SCREEN_W/4*3, SCREEN_H/2, 0);
glColor4f(1, 1, 1, 1);
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int i; for(i = 0; i < credits.ecount; ++i)
credits_draw_entry(&(credits.entries[i]));
glPopMatrix();
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draw_and_update_transition();
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}
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void credits_finish(void *arg) {
credits.end = 0;
set_transition(TransLoader, 0, FADE_TIME*10);
}
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void credits_process(void) {
TIMER(&global.frames);
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bgcontext.cx[2] = 200 - global.frames * 50;
bgcontext.cx[1] = 500 + 100 * psin(global.frames / 100.0) * psin(global.frames / 200.0 + M_PI);
//bgcontext.cx[0] += nfrand();
bgcontext.cx[0] = 25 * sin(global.frames / 75.7) * cos(global.frames / 99.3);
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FROM_TO(200, 300, 1)
credits.panelalpha += 0.01;
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if(global.frames >= credits.end - CREDITS_ENTRY_FADEOUT) {
credits.panelalpha -= 1 / 120.0;
}
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if(global.frames == credits.end) {
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set_transition_callback(TransFadeWhite, CREDITS_FADEOUT, CREDITS_FADEOUT, credits_finish, NULL);
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}
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}
void credits_free(void) {
int i, j;
for(i = 0; i < credits.ecount; ++i) {
CreditsEntry *e = &(credits.entries[i]);
for(j = 0; j < e->lines; ++j)
free(e->data[j]);
free(e->data);
}
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free(credits.entries);
}
void credits_preload(void) {
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preload_resource(RES_BGM, "credits", RESF_OPTIONAL);
preload_resource(RES_SHADER, "tower_wall", RESF_DEFAULT);
preload_resources(RES_TEXTURE, RESF_DEFAULT,
"stage6/sky",
"stage6/towerwall",
"yukkureimu",
NULL);
}
static bool credits_frame(void *arg) {
events_poll(NULL, 0);
credits_process();
credits_draw();
global.frames++;
SDL_GL_SwapWindow(video.window);
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return credits.end;
}
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void credits_loop(void) {
credits_preload();
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credits_init();
loop_at_fps(credits_frame, NULL, NULL, FPS);
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credits_free();
}