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

118 lines
3.1 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>.
*/
#include "reimu.h"
#include "global.h"
#include "plrmodes.h"
#include "stagedraw.h"
#include "util/graphics.h"
static Framebuffer *bomb_buffer;
PlayerCharacter character_reimu = {
.id = PLR_CHAR_REIMU,
.lower_name = "reimu",
.proper_name = "Reimu",
.full_name = "Hakurei Reimu",
.title = "Shrine Maiden of Fantasy",
.menu_texture_name = "reimubg",
.ending = {
.good = { CUTSCENE_ID_REIMU_GOOD_END, ENDING_GOOD_REIMU },
.bad = { CUTSCENE_ID_REIMU_BAD_END, ENDING_BAD_REIMU },
},
};
double reimu_common_property(Player *plr, PlrProperty prop) {
switch(prop) {
case PLR_PROP_BOMB_TIME:
return 300;
case PLR_PROP_COLLECT_RADIUS:
return (plr->inputflags & INFLAG_FOCUS) ? 60 : 30;
case PLR_PROP_SPEED:
// NOTE: For equivalents in Touhou units, divide these by 1.25.
return (plr->inputflags & INFLAG_FOCUS) ? 2.5 : 5.625;
case PLR_PROP_POC:
return VIEWPORT_H / 3.5;
case PLR_PROP_DEATHBOMB_WINDOW:
return 12;
}
UNREACHABLE;
}
TASK(reimu_ofuda_trail, { BoxedProjectile trail; }) {
Projectile *trail = TASK_BIND(ARGS.trail);
for(;;) {
trail->color.g *= 0.95;
YIELD;
}
}
Projectile *reimu_common_ofuda_swawn_trail(Projectile *p) {
Projectile *trail = PARTICLE(
// .sprite_ptr = p->sprite,
.sprite_ptr = res_sprite("proj/hghost"),
.color = &p->color,
.timeout = 12,
.pos = p->pos + p->move.velocity * 0.3,
.move = move_linear(p->move.velocity * 0.5),
.draw_rule = pdraw_timeout_scalefade(1, 2, 1, 0),
.layer = LAYER_PARTICLE_LOW,
.flags = PFLAG_NOREFLECT,
);
// TODO maybe replace this with something better looking and less task-hungry
INVOKE_TASK(reimu_ofuda_trail, ENT_BOX(trail));
return trail;
}
static void capture_frame(Framebuffer *dest, Framebuffer *src) {
r_state_push();
r_framebuffer(dest);
r_shader_standard();
r_color4(1, 1, 1, 1);
r_blend(BLEND_NONE);
draw_framebuffer_tex(src, VIEWPORT_W, VIEWPORT_H);
r_state_pop();
}
void reimu_common_bomb_bg(Player *p, float alpha) {
if(alpha <= 0)
return;
r_state_push();
r_color(HSLA_MUL_ALPHA(global.frames / 30.0, 0.2, 0.9, alpha));
r_shader("reimu_bomb_bg");
r_uniform_sampler("runes", "runes");
r_uniform_float("zoom", VIEWPORT_H / sqrt(VIEWPORT_W*VIEWPORT_W + VIEWPORT_H*VIEWPORT_H));
r_uniform_vec2("aspect", VIEWPORT_W / (float)VIEWPORT_H, 1);
r_uniform_float("time", 9000 + 3 * global.frames / 60.0);
draw_framebuffer_tex(bomb_buffer, VIEWPORT_W, VIEWPORT_H);
r_state_pop();
capture_frame(bomb_buffer, r_framebuffer_current());
}
void reimu_common_bomb_buffer_init(void) {
FBAttachmentConfig cfg;
memset(&cfg, 0, sizeof(cfg));
cfg.attachment = FRAMEBUFFER_ATTACH_COLOR0;
cfg.tex_params.type = TEX_TYPE_RGB;
cfg.tex_params.filter.min = TEX_FILTER_LINEAR;
cfg.tex_params.filter.mag = TEX_FILTER_LINEAR;
cfg.tex_params.wrap.s = TEX_WRAP_MIRROR;
cfg.tex_params.wrap.t = TEX_WRAP_MIRROR;
bomb_buffer = stage_add_background_framebuffer("Reimu bomb FB", 0.25, 1, 1, &cfg);
}