taisei/src/plrmodes.h
2024-05-17 14:11:48 +02:00

108 lines
3.2 KiB
C

/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
* Copyright (c) 2011-2024, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
*/
#pragma once
#include "taisei.h"
#include "cutscenes/cutscene.h"
#include "dialog/dialog_interface.h"
#include "endings.h"
#include "player.h"
typedef enum {
// WARNING: Reordering this will break current replays, and possibly even progress files.
PLR_CHAR_REIMU = 0,
PLR_CHAR_MARISA = 1,
PLR_CHAR_YOUMU = 2,
NUM_CHARACTERS,
} CharacterID;
typedef enum {
// WARNING: Reordering this will break current replays, and possibly even progress files.
PLR_SHOT_A,
PLR_SHOT_B,
NUM_SHOT_MODES_PER_CHARACTER,
PLR_SHOT_MARISA_LASER = PLR_SHOT_A,
PLR_SHOT_MARISA_STAR = PLR_SHOT_B,
PLR_SHOT_YOUMU_MIRROR = PLR_SHOT_A,
PLR_SHOT_YOUMU_HAUNTING = PLR_SHOT_B,
PLR_SHOT_REIMU_SPIRIT = PLR_SHOT_A,
PLR_SHOT_REIMU_DREAM = PLR_SHOT_B,
} ShotModeID;
enum {
NUM_PLAYER_MODES = NUM_CHARACTERS * NUM_SHOT_MODES_PER_CHARACTER,
};
typedef enum {
// vpu = viewport units
PLR_PROP_SPEED, // current player movement speed (vpu/frame)
PLR_PROP_POC, // "point of collection" boundary: all items are auto-collected when player is above this (vpu)
PLR_PROP_COLLECT_RADIUS, // how near the player has to be to an item before it's auto-collected (vpu)
PLR_PROP_BOMB_TIME, // how long a bomb should last if it were to activate this frame; 0 prevents activation (frames)
PLR_PROP_DEATHBOMB_WINDOW, // how much time the player has to recover with a bomb if they died in this frame (frames)
} PlrProperty;
typedef struct PlrCharEndingCutscene {
CutsceneID cutscene_id;
EndingID ending_id;
} PlrCharEndingCutscene;
typedef struct PlayerCharacter {
CharacterID id;
const char *lower_name;
const char *proper_name;
const char *full_name;
const char *title;
const char *menu_texture_name;
struct {
PlrCharEndingCutscene good;
PlrCharEndingCutscene bad;
} ending;
} PlayerCharacter;
typedef void (*PlayerModeInitProc)(Player *plr);
typedef void (*PlayerModeFreeProc)(Player *plr);
typedef void (*PlayerModePreloadProc)(ResourceGroup *rg);
typedef double (*PlayerModePropertyProc)(Player *plr, PlrProperty prop);
typedef struct PlayerMode {
const char *name;
const char *description;
const char *spellcard_name;
PlayerCharacter *character;
PlayerDialogTasks *dialog;
ShotModeID shot_mode;
struct {
PlayerModeInitProc init;
PlayerModePreloadProc preload;
PlayerModePropertyProc property;
} procs;
} PlayerMode;
PlayerCharacter *plrchar_get(CharacterID id);
void plrchar_preload(PlayerCharacter *pc, ResourceGroup *rg);
void plrchar_render_bomb_portrait(PlayerCharacter *pc, Sprite *out_spr);
int plrchar_player_anim_name(PlayerCharacter *pc, size_t bufsize, char buf[bufsize]);
Animation *plrchar_player_anim(PlayerCharacter *pc);
PlayerMode *plrmode_find(CharacterID charid, ShotModeID shotid);
int plrmode_repr(char *out, size_t outsize, PlayerMode *mode, bool internal);
PlayerMode *plrmode_parse(const char *name);
void plrmode_preload(PlayerMode *mode, ResourceGroup *rg);
double player_property(Player *plr, PlrProperty prop);