/* * This software is licensed under the terms of the MIT License. * See COPYING for further information. * --- * Copyright (c) 2011-2024, Lukas Weber . * Copyright (c) 2012-2024, Andrei Alexeyev . */ #include "plrmodes.h" #include "plrmodes/reimu.h" #include "plrmodes/marisa.h" #include "plrmodes/youmu.h" #include "portrait.h" static PlayerCharacter *player_characters[] = { &character_reimu, &character_marisa, &character_youmu, }; static PlayerMode *player_modes[] = { &plrmode_reimu_a, &plrmode_reimu_b, &plrmode_marisa_a, &plrmode_marisa_b, &plrmode_youmu_a, &plrmode_youmu_b, }; PlayerCharacter *plrchar_get(CharacterID id) { assert((unsigned)id < NUM_CHARACTERS); PlayerCharacter *pc = player_characters[id]; assert(pc->id == id); return pc; } void plrchar_preload(PlayerCharacter *pc, ResourceGroup *rg) { const char *name = pc->lower_name; portrait_preload_base_sprite(rg, name, NULL, RESF_DEFAULT); portrait_preload_face_sprite(rg, name, "normal", RESF_DEFAULT); char buf[64]; plrchar_player_anim_name(pc, sizeof(buf), buf); res_group_preload(rg, RES_ANIM, RESF_DEFAULT, buf, NULL); } void plrchar_render_bomb_portrait(PlayerCharacter *pc, Sprite *out_spr) { const char *name = pc->lower_name; Sprite *s_base = portrait_get_base_sprite(name, NULL); Sprite *s_face = portrait_get_face_sprite(name, "normal"); portrait_render(s_base, s_face, out_spr); } int plrchar_player_anim_name(PlayerCharacter *pc, size_t bufsize, char buf[bufsize]) { const char *name = pc->lower_name; assert(bufsize >= strlen("player/") + strlen(name) + 1); return snprintf(buf, bufsize, "player/%s", name); } Animation *plrchar_player_anim(PlayerCharacter *pc) { char buf[64]; plrchar_player_anim_name(pc, sizeof(buf), buf); return res_anim(buf); } int plrmode_repr(char *out, size_t outsize, PlayerMode *mode, bool internal) { assert(mode->character != NULL); assert((unsigned)mode->shot_mode < NUM_SHOT_MODES_PER_CHARACTER); return snprintf(out, outsize, "%s%c", internal ? mode->character->lower_name : mode->character->proper_name, mode->shot_mode + 'A' ); } PlayerMode *plrmode_find(CharacterID char_id, ShotModeID shot_id) { for(int i = 0; i < NUM_PLAYER_MODES; ++i) { PlayerMode *mode = player_modes[i]; if(mode->character->id == char_id && mode->shot_mode == shot_id) { return mode; } } return NULL; } PlayerMode *plrmode_parse(const char *name) { CharacterID char_id = (CharacterID)-1; ShotModeID shot_id = (ShotModeID)-1; char buf[strlen(name) + 1]; strcpy(buf, name); for(int i = 0; i < sizeof(buf); ++i) { buf[i] = tolower(buf[i]); } if(!*buf) { log_debug("Got an empty string"); return NULL; } char shot = buf[sizeof(buf) - 2]; if(shot < 'a' || shot >= 'a' + NUM_SHOT_MODES_PER_CHARACTER) { log_debug("Got invalid shotmode: %c", shot); return NULL; } shot_id = shot - 'a'; buf[sizeof(buf) - 2] = 0; for(int i = 0; i < NUM_CHARACTERS; ++i) { PlayerCharacter *chr = player_characters[i]; if(!strcmp(buf, chr->lower_name)) { char_id = chr->id; } } if(char_id == (CharacterID)-1) { log_debug("Got invalid character: %s", buf); return NULL; } return plrmode_find(char_id, shot_id); } void plrmode_preload(PlayerMode *mode, ResourceGroup *rg) { assert(mode != NULL); plrchar_preload(mode->character, rg); if(mode->procs.preload) { mode->procs.preload(rg); } }