taisei/src/plrmodes/reimu_b.c
2024-08-30 11:52:47 +02:00

723 lines
19 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 "audio/audio.h"
#include "common_tasks.h"
#include "dialog/reimu.h"
#include "global.h"
#include "plrmodes.h"
#include "stagedraw.h"
#include "util/graphics.h"
#define SHOT_FORWARD_DMG 35
#define SHOT_FORWARD_DELAY 6
#define SHOT_SLAVE_DMG 44
#define SHOT_SLAVE_PRE_DELAY 3
#define SHOT_SLAVE_POST_DELAY 3
#define BOMB_PROJECTILE_DAMAGE 75
#define BOMB_PROJECTILE_FIRE_DELAY 4
#define BOMB_PROJECTILE_PERIODIC_AREA_DAMAGE 50
#define BOMB_PROJECTILE_PERIODIC_AREA_RADIUS (GAP_LENGTH * 0.5)
#define BOMB_PROJECTILE_PERIODIC_DELAY 3
#define BOMB_PROJECTILE_IMPACT_AREA_DAMAGE 50
#define BOMB_PROJECTILE_IMPACT_AREA_RADIUS GAP_LENGTH
#define ORB_RETRACT_TIME 4
#define GAP_LENGTH 128
#define GAP_WIDTH 16
#define GAP_OFFSET 8
#define GAP_LIMIT 10
// #define GAP_LENGTH 160
// #define GAP_WIDTH 160
// #define GAP_OFFSET 82
#define NUM_GAPS 4
typedef struct ReimuBGap ReimuBGap;
struct ReimuBGap {
ReimuBGap *link; // bullets entering this gap will exit from the linked gap
cmplx pos; // position of the gap's center in viewport space
cmplx orientation; // normalized, points to the side the gap is 'attached' to
cmplx parallel_axis; // normalized, parallel the gap, perpendicular to orientation
};
DEFINE_ENTITY_TYPE(ReimuBSlave, {
Sprite *sprite;
ShaderProgram *shader;
cmplx pos;
uint alive;
});
DEFINE_ENTITY_TYPE(ReimuBController, {
Player *plr;
ShaderProgram *yinyang_shader;
Sprite *yinyang_sprite;
union {
ReimuBGap array[NUM_GAPS];
struct {
ReimuBGap left, top, right, bottom;
};
} gaps;
COEVENTS_ARRAY(
slaves_expired
) events;
real bomb_alpha;
});
static void reimu_dream_gap_bomb_projectile_draw(Projectile *p, int t, ProjDrawRuleArgs args) {
SpriteParamsBuffer spbuf;
SpriteParams sp = projectile_sprite_params(p, &spbuf);
sp.scale.as_cmplx = 0.75 * clamp(t / 5.0, 0.1, 1.0) * (1 + I);
r_draw_sprite(&sp);
}
TASK(reimu_dream_gap_bomb_projectile_impact, { BoxedProjectile p; Sprite *impact_sprite; }) {
Projectile *p = TASK_BIND(ARGS.p);
if(p->collision && p->collision->type == PCOL_VOID) {
// Auto-removed out of bounds; don't explode.
return;
}
real range = BOMB_PROJECTILE_IMPACT_AREA_RADIUS;
real damage = BOMB_PROJECTILE_IMPACT_AREA_DAMAGE;
PARTICLE(
.angle = rng_angle(),
.color = &p->color,
.draw_rule = pdraw_timeout_scalefade(0, 3 * range / ARGS.impact_sprite->w, 1, 0),
.flags = PFLAG_NOREFLECT | PFLAG_REQUIREDPARTICLE | PFLAG_MANUALANGLE,
.layer = LAYER_BOSS + 2,
.pos = p->pos,
.sprite_ptr = ARGS.impact_sprite,
.timeout = 20,
);
stage_clear_hazards_at(p->pos, range, CLEAR_HAZARDS_ALL | CLEAR_HAZARDS_NOW);
ent_area_damage(p->pos, range, &(DamageInfo) { damage, DMG_PLAYER_BOMB }, NULL, NULL);
}
TASK(reimu_dream_gap_bomb_projectile, {
cmplx pos;
cmplx vel;
const Color *color;
Sprite *sprite;
Sprite *impact_sprite;
}) {
Projectile *p = TASK_BIND(PROJECTILE(
.angle = rng_angle(),
.color = ARGS.color,
.damage = 75,
.damage_type = DMG_PLAYER_BOMB,
.draw_rule = reimu_dream_gap_bomb_projectile_draw,
.flags = PFLAG_MANUALANGLE,
.move = move_linear(ARGS.vel),
.pos = ARGS.pos,
.size = 32 * (1 + I),
.sprite_ptr = ARGS.sprite,
.type = PROJ_PLAYER,
.max_viewport_dist = BOMB_PROJECTILE_PERIODIC_AREA_RADIUS
));
INVOKE_TASK_WHEN(&p->events.killed, reimu_dream_gap_bomb_projectile_impact,
ENT_BOX(p),
ARGS.impact_sprite
);
for(;;) {
WAIT(BOMB_PROJECTILE_PERIODIC_DELAY);
real range = BOMB_PROJECTILE_PERIODIC_AREA_RADIUS;
real damage = BOMB_PROJECTILE_PERIODIC_AREA_DAMAGE;
stage_clear_hazards_at(p->pos, range, CLEAR_HAZARDS_ALL | CLEAR_HAZARDS_NOW);
ent_area_damage(p->pos, range, &(DamageInfo) { damage, DMG_PLAYER_BOMB }, NULL, NULL);
}
}
TASK(reimu_dream_bomb_noise) {
for(;;WAIT(16)) {
play_sfx("boon");
}
}
TASK(reimu_dream_bomb_background, { ReimuBController *ctrl; }) {
ReimuBController *ctrl = ARGS.ctrl;
CoEvent *draw_event = &stage_get_draw_events()->background_drawn;
for(;;) {
WAIT_EVENT_OR_DIE(draw_event);
reimu_common_bomb_bg(ctrl->plr, ctrl->bomb_alpha);
}
}
TASK(reimu_dream_bomb, { ReimuBController *ctrl; }) {
ReimuBController *ctrl = ARGS.ctrl;
Player *plr = ctrl->plr;
BoxedTask noise_task = cotask_box(INVOKE_SUBTASK(reimu_dream_bomb_noise));
INVOKE_SUBTASK(reimu_dream_bomb_background, ctrl);
Sprite *spr_proj = res_sprite("proj/glowball");
Sprite *spr_impact = res_sprite("part/blast");
YIELD;
int t = 0;
do {
Color *pcolor = HSLA(t/30.0, 0.5, 0.5, 0.5);
for(int i = 0; i < NUM_GAPS; ++i) {
ReimuBGap *gap = ctrl->gaps.array + i;
INVOKE_TASK(reimu_dream_gap_bomb_projectile,
.pos = gap->pos + gap->parallel_axis * GAP_LENGTH * 0.25 * rng_sreal(),
.vel = -20 * gap->orientation,
.color = pcolor,
.sprite = spr_proj,
.impact_sprite = spr_impact
);
}
stage_shake_view(4);
t += WAIT(BOMB_PROJECTILE_FIRE_DELAY);
} while(player_is_bomb_active(plr));
CANCEL_TASK(noise_task);
while(ctrl->bomb_alpha > 0) {
// keep bg renderer alive
YIELD;
}
}
TASK(reimu_dream_bomb_handler, { ReimuBController *ctrl; }) {
ReimuBController *ctrl = ARGS.ctrl;
Player *plr = ctrl->plr;
BoxedTask bomb_task = { 0 };
for(;;) {
WAIT_EVENT_OR_DIE(&plr->events.bomb_used);
CANCEL_TASK(bomb_task);
play_sfx("bomb_marisa_a");
bomb_task = cotask_box(INVOKE_SUBTASK(reimu_dream_bomb, ctrl));
}
}
static void reimu_dream_draw_gap_lights(ReimuBController *ctrl, int time, real strength) {
if(strength <= 0) {
return;
}
r_shader("reimu_gap_light");
r_uniform_sampler("tex", "gaplight");
r_uniform_float("time", time / 60.0f);
r_uniform_float("strength", strength);
real len = GAP_LENGTH * 3 * sqrt(log1p(strength + 1) / 0.693f);
for(int i = 0; i < NUM_GAPS; ++i) {
ReimuBGap *gap = ctrl->gaps.array + i;
cmplx center = gap->pos - gap->orientation * (len * 0.5 - GAP_WIDTH * 0.6);
r_mat_mv_push();
r_mat_mv_translate(re(center), im(center), 0);
r_mat_mv_rotate(carg(gap->orientation) + M_PI, 0, 0, 1);
r_mat_mv_scale(len, GAP_LENGTH, 1);
r_draw_quad();
r_mat_mv_pop();
}
}
static void reimu_dream_draw_gaps(EntityInterface *gap_renderer_ent) {
ReimuBController *ctrl = ENT_CAST(gap_renderer_ent, ReimuBController);
float gaps[NUM_GAPS][2];
float angles[NUM_GAPS];
int links[NUM_GAPS];
for(int i = 0; i < NUM_GAPS; ++i) {
ReimuBGap *gap = ctrl->gaps.array + i;
gaps[i][0] = re(gap->pos);
gaps[i][1] = im(gap->pos);
angles[i] = -carg(gap->orientation);
links[i] = gap->link - ctrl->gaps.array;
}
FBPair *framebuffers = stage_get_fbpair(FBPAIR_FG);
bool render_to_fg = r_framebuffer_current() == framebuffers->back;
if(render_to_fg) {
fbpair_swap(framebuffers);
Framebuffer *target_fb = framebuffers->back;
// This change must propagate
r_state_pop();
r_framebuffer(target_fb);
r_state_push();
r_shader("reimu_gap");
r_uniform_int("draw_background", true);
r_blend(BLEND_NONE);
r_clear(BUFFER_COLOR, RGBA(0, 0, 0, 0), 1);
} else {
r_shader("reimu_gap");
r_uniform_int("draw_background", false);
r_blend(BLEND_PREMUL_ALPHA);
}
r_uniform_vec2("viewport", VIEWPORT_W, VIEWPORT_H);
r_uniform_float("time", global.frames / 60.0f);
r_uniform_vec2("gap_size", GAP_WIDTH/2.0f, GAP_LENGTH/2.0f);
r_uniform_vec2_array("gaps", 0, NUM_GAPS, gaps);
r_uniform_float_array("gap_angles", 0, NUM_GAPS, angles);
r_uniform_int_array("gap_links", 0, NUM_GAPS, links);
draw_framebuffer_tex(framebuffers->front, VIEWPORT_W, VIEWPORT_H);
r_blend(BLEND_PREMUL_ALPHA);
SpriteParams yinyang = {
.sprite_ptr = ctrl->yinyang_sprite,
.shader_ptr = ctrl->yinyang_shader,
.rotation.angle = global.frames * -6 * DEG2RAD,
.color = RGB(0.95, 0.75, 1.0),
.scale.both = 0.5,
};
for(int i = 0; i < NUM_GAPS; ++i) {
ReimuBGap *gap = ctrl->gaps.array + i;
yinyang.pos.as_cmplx = gap->pos + gap->parallel_axis * -0.5 * GAP_LENGTH;
r_draw_sprite(&yinyang);
yinyang.pos.as_cmplx = gap->pos + gap->parallel_axis * +0.5 * GAP_LENGTH;
r_draw_sprite(&yinyang);
}
reimu_dream_draw_gap_lights(ctrl, global.frames, ctrl->bomb_alpha * ctrl->bomb_alpha);
}
static void reimu_dream_spawn_warp_effect(cmplx pos, bool exit) {
PARTICLE(
.sprite = "myon",
.pos = pos,
.color = RGBA(0.5, 0.5, 0.5, 0.5),
.timeout = 20,
.angle = rng_angle(),
.draw_rule = pdraw_timeout_scalefade(0.2, 1, 1, 0),
.layer = LAYER_PLAYER_FOCUS,
.flags = PFLAG_MANUALANGLE,
);
Color *clr = color_mul_scalar(RGBA(0.75, rng_range(0, 0.4), 0.4, 0), 0.8-0.4*exit);
PARTICLE(
.sprite = exit ? "stain" : "stardust",
.pos = pos,
.color = clr,
.timeout = 20,
.angle = rng_angle(),
.draw_rule = pdraw_timeout_scalefade(0.1, 0.6, 1, 0),
.layer = LAYER_PLAYER_FOCUS,
.flags = PFLAG_MANUALANGLE,
);
}
static void reimu_dream_bullet_warp(ReimuBController *ctrl, Projectile *p, int *warp_count) {
if(*warp_count < 1) {
return;
}
real p_long_side = max(re(p->size), im(p->size));
cmplx half = 0.25 * (1 + I);
Rect p_bbox = { p->pos - p_long_side * half, p->pos + p_long_side * half };
for(int i = 0; i < NUM_GAPS; ++i) {
ReimuBGap *gap = ctrl->gaps.array + i;
real a = carg(-gap->orientation/p->move.velocity);
if(fabs(a) < M_TAU/3) {
continue;
}
Rect gap_bbox, overlap = { };
cmplx gap_size = (GAP_LENGTH + I * GAP_WIDTH) * gap->parallel_axis;
cmplx p0 = gap->pos - gap_size * 0.5;
cmplx p1 = gap->pos + gap_size * 0.5;
gap_bbox.top_left = min(re(p0), re(p1)) + I * min(im(p0), im(p1));
gap_bbox.bottom_right = max(re(p0), re(p1)) + I * max(im(p0), im(p1));
if(rect_rect_intersection(p_bbox, gap_bbox, true, false, &overlap)) {
cmplx o = (overlap.top_left + overlap.bottom_right) / 2;
real fract;
if(re(gap_size) > im(gap_size)) {
fract = 1 - re(o - gap_bbox.top_left) / re(gap_size);
} else {
fract = 1 - im(o - gap_bbox.top_left) / im(gap_size);
}
ReimuBGap *ngap = gap->link;
o = ngap->pos + ngap->parallel_axis * GAP_LENGTH * (1 - fract - 0.5);
reimu_dream_spawn_warp_effect(gap->pos + gap->parallel_axis * GAP_LENGTH * (fract - 0.5), false);
reimu_dream_spawn_warp_effect(o, true);
cmplx new_vel = cabs(p->move.velocity) * -ngap->orientation;
p->move.acceleration *= cnormalize(new_vel/p->move.velocity);
p->move.velocity = new_vel;
p->pos = o - p->move.velocity;
--*warp_count;
}
}
}
static void reimu_dream_draw_slave(EntityInterface *ent) {
ReimuBSlave *slave = ENT_CAST(ent, ReimuBSlave);
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = slave->sprite,
.shader_ptr = slave->shader,
.pos.as_cmplx = slave->pos,
.rotation.angle = global.frames * -6 * DEG2RAD,
.color = RGB(0.95, 0.75, 1.0),
.scale.both = 0.5,
});
}
TASK(reimu_dream_needle, {
ReimuBController *ctrl;
cmplx pos;
cmplx vel;
ShaderProgram *shader;
}) {
ReimuBController *ctrl = ARGS.ctrl;
Projectile *p = TASK_BIND(PROJECTILE(
.proto = pp_needle2,
.pos = ARGS.pos,
.color = RGBA_MUL_ALPHA(1, 1, 1, 0.35),
.move = move_linear(ARGS.vel),
.type = PROJ_PLAYER,
.damage = SHOT_SLAVE_DMG,
.shader_ptr = ARGS.shader,
));
Color *trail_color = color_mul_scalar(RGBA(0.75, 0.5, 1, 0), 0.15);
int warp_cnt = 1;
for(;;) {
reimu_dream_bullet_warp(ctrl, p, &warp_cnt);
PARTICLE(
.sprite_ptr = p->sprite,
.color = trail_color,
.timeout = 12,
.pos = p->pos,
.move = move_linear(p->move.velocity * 0.8),
.draw_rule = pdraw_timeout_scalefade(0, 3, 1, 0),
.layer = LAYER_PARTICLE_LOW,
.flags = PFLAG_NOREFLECT,
);
YIELD;
}
}
TASK(reimu_dream_slave_shot, {
ReimuBController *ctrl;
BoxedReimuBSlave slave;
cmplx vel;
}) {
ReimuBController *ctrl = ARGS.ctrl;
Player *plr = ctrl->plr;
ReimuBSlave *slave = TASK_BIND(ARGS.slave);
cmplx vel = ARGS.vel;
ShaderProgram *shader = res_shader("sprite_particle");
for(;;) {
WAIT_EVENT_OR_DIE(&plr->events.shoot);
WAIT(SHOT_SLAVE_PRE_DELAY);
INVOKE_TASK(reimu_dream_needle,
.ctrl = ctrl,
.pos = slave->pos,
.vel = (plr->inputflags & INFLAG_FOCUS) ? cswap(vel) : vel,
.shader = shader
);
WAIT(SHOT_SLAVE_POST_DELAY);
}
}
TASK(reimu_dream_slave, {
ReimuBController *ctrl;
cmplx offset;
real angle_offset;
cmplx shot_dir;
}) {
ReimuBController *ctrl = ARGS.ctrl;
Player *plr = ctrl->plr;
ReimuBSlave *slave = TASK_HOST_ENT(ReimuBSlave);
slave->ent.draw_layer = LAYER_PLAYER_SLAVE;
slave->ent.draw_func = reimu_dream_draw_slave;
slave->sprite = res_sprite("yinyang"),
slave->shader = res_shader("sprite_yinyang"),
slave->pos = plr->pos;
slave->alive = 1;
INVOKE_SUBTASK_WHEN(&ctrl->events.slaves_expired, common_set_bitflags,
.pflags = &slave->alive,
.mask = 0, .set = 0
);
real angle = ARGS.angle_offset + M_PI/2;
cmplx offset = ARGS.offset;
INVOKE_SUBTASK(reimu_dream_slave_shot,
.ctrl = ctrl,
.slave = ENT_BOX(slave),
.vel = 20 * ARGS.shot_dir
);
do {
cmplx ofs = (plr->inputflags & INFLAG_FOCUS) ? cswap(offset) : offset;
ofs = cwmul(ofs, cdir(angle));
capproach_asymptotic_p(&slave->pos, plr->pos + ofs, 0.5, 1e-5);
angle += 0.1;
YIELD;
} while(slave->alive);
}
static void reimu_dream_respawn_slaves(ReimuBController *ctrl, int num_slaves) {
coevent_signal(&ctrl->events.slaves_expired);
cmplx shot_dir = -I;
for(int i = 0; i < num_slaves; ++i, shot_dir *= -1) {
INVOKE_TASK(reimu_dream_slave,
.ctrl = ctrl,
.offset = 48 + 32*I,
.angle_offset = (i * M_TAU) / num_slaves,
.shot_dir = shot_dir
);
}
}
static cmplx reimu_dream_gaps_reference_pos(ReimuBController *ctrl, cmplx vp) {
cmplx rp = ctrl->plr->pos;
if(!(ctrl->plr->inputflags & INFLAG_FOCUS)) {
rp = CMPLX(re(rp), im(vp) - im(rp));
} else {
// rp = CMPLX(re(vp) - re(rp), im(rp));
}
return rp;
}
static cmplx reimu_dream_gap_pos(cmplx vp, cmplx ref_pos, cmplx orientation, cmplx parallel_axis, cmplx ofs_factors) {
cmplx p = cwmul(vp, orientation) + cwmul(ref_pos, parallel_axis);
cmplx ofs = (1 + I) * GAP_OFFSET + (GAP_LENGTH * 0.5 + GAP_LIMIT) * cwmul(ofs_factors, parallel_axis);
return cwclamp(p, ofs, vp - ofs);
}
TASK(reimu_dream_process_gaps, { ReimuBController *ctrl; }) {
ReimuBController *ctrl = ARGS.ctrl;
Player *plr = ctrl->plr;
cmplx vp = VIEWPORT_W + VIEWPORT_H * I;
cmplx ref_pos = reimu_dream_gaps_reference_pos(ctrl, vp);
cmplx ofs_factors = 1 + I;
for(int i = 0; i < NUM_GAPS; ++i) {
ReimuBGap *gap = ctrl->gaps.array + i;
gap->pos = reimu_dream_gap_pos(vp, ref_pos, gap->orientation, gap->parallel_axis, ofs_factors);
gap->pos += (2 * GAP_WIDTH + GAP_OFFSET) * gap->orientation;
}
for(;;) {
YIELD;
bool is_focused = plr->inputflags & INFLAG_FOCUS;
real pos_approach_rate = 0.1 * (0.1 + 0.9 * (1 - sqrt(ctrl->bomb_alpha)));
ref_pos = reimu_dream_gaps_reference_pos(ctrl, vp);
ofs_factors = 1 + I * !is_focused; // no extra clamping of vertical gaps if focused
for(int i = 0; i < NUM_GAPS; ++i) {
ReimuBGap *gap = ctrl->gaps.array + i;
cmplx target_pos = reimu_dream_gap_pos(vp, ref_pos, gap->orientation, gap->parallel_axis, ofs_factors);
capproach_asymptotic_p(&gap->pos, target_pos, pos_approach_rate, 1e-5);
}
}
}
TASK(reimu_dream_ofuda, { ReimuBController *ctrl; cmplx pos; cmplx vel; ShaderProgram *shader; }) {
ReimuBController *ctrl = ARGS.ctrl;
Projectile *ofuda = TASK_BIND(PROJECTILE(
.proto = pp_ofuda,
.pos = ARGS.pos,
.color = RGBA_MUL_ALPHA(1, 1, 1, 0.5),
.move = move_asymptotic(1.5 * ARGS.vel, ARGS.vel, 0.8),
.type = PROJ_PLAYER,
.damage = SHOT_FORWARD_DMG,
.shader_ptr = ARGS.shader,
));
int warp_cnt = 1;
for(;;) {
reimu_dream_bullet_warp(ctrl, ofuda, &warp_cnt);
reimu_common_ofuda_swawn_trail(ofuda);
YIELD;
}
}
TASK(reimu_dream_shot_forward, { ReimuBController *ctrl; }) {
ReimuBController *ctrl = ARGS.ctrl;
Player *plr = ctrl->plr;
ShaderProgram *ofuda_shader = res_shader("sprite_particle");
for(;;) {
WAIT_EVENT_OR_DIE(&plr->events.shoot);
play_sfx_loop("generic_shot");
for(int i = -1; i < 2; i += 2) {
cmplx shot_dir = i * ((plr->inputflags & INFLAG_FOCUS) ? 1 : I);
cmplx spread_dir = shot_dir * I;
for(int j = -1; j < 2; j += 2) {
INVOKE_TASK(reimu_dream_ofuda,
.ctrl = ctrl,
.pos = plr->pos + 10 * j * spread_dir,
.vel = 20.0 * shot_dir,
.shader = ofuda_shader
);
}
}
WAIT(SHOT_FORWARD_DELAY);
}
}
TASK(reimu_dream_power_handler, { ReimuBController *ctrl; }) {
ReimuBController *ctrl = ARGS.ctrl;
Player *plr = ctrl->plr;
int old_power = player_get_effective_power(plr) / 100;
reimu_dream_respawn_slaves(ctrl, old_power * 2);
for(;;) {
WAIT_EVENT_OR_DIE(&plr->events.effective_power_changed);
int new_power = player_get_effective_power(plr) / 100;
if(old_power != new_power) {
reimu_dream_respawn_slaves(ctrl, new_power * 2);
old_power = new_power;
}
}
}
TASK(reimu_dream_controller_tick, { ReimuBController *ctrl; }) {
ReimuBController *ctrl = ARGS.ctrl;
Player *plr = ctrl->plr;
for(;;) {
if(player_is_bomb_active(plr)) {
stage_shake_view(1);
approach_p(&ctrl->bomb_alpha, 1.0, 0.1);
} else {
approach_p(&ctrl->bomb_alpha, 0.0, 0.025);
}
YIELD;
}
}
TASK(reimu_dream_controller, { BoxedPlayer plr; }) {
ReimuBController *ctrl = TASK_HOST_ENT(ReimuBController);
ctrl->plr = TASK_BIND(ARGS.plr);
TASK_HOST_EVENTS(ctrl->events);
ctrl->yinyang_shader = res_shader("sprite_yinyang");
ctrl->yinyang_sprite = res_sprite("yinyang");
ctrl->ent.draw_func = reimu_dream_draw_gaps;
ctrl->ent.draw_layer = LAYER_PLAYER_FOCUS;
ctrl->gaps.left.link = &ctrl->gaps.top;
ctrl->gaps.top.link = &ctrl->gaps.left;
ctrl->gaps.right.link = &ctrl->gaps.bottom;
ctrl->gaps.bottom.link = &ctrl->gaps.right;
ctrl->gaps.left.orientation = -1;
ctrl->gaps.right.orientation = 1;
ctrl->gaps.top.orientation = -I;
ctrl->gaps.bottom.orientation = I;
ctrl->gaps.left.parallel_axis = ctrl->gaps.right.parallel_axis = I;
ctrl->gaps.top.parallel_axis = ctrl->gaps.bottom.parallel_axis = 1;
INVOKE_SUBTASK(reimu_dream_controller_tick, ctrl);
INVOKE_SUBTASK(reimu_dream_process_gaps, ctrl);
INVOKE_SUBTASK(reimu_dream_shot_forward, ctrl);
INVOKE_SUBTASK(reimu_dream_power_handler, ctrl);
INVOKE_SUBTASK(reimu_dream_bomb_handler, ctrl);
STALL;
}
static void reimu_dream_init(Player *plr) {
reimu_common_bomb_buffer_init();
INVOKE_TASK(reimu_dream_controller, ENT_BOX(plr));
}
static void reimu_dream_preload(ResourceGroup *rg) {
const int flags = RESF_DEFAULT;
res_group_preload(rg, RES_SPRITE, flags,
"yinyang",
"proj/ofuda",
"proj/needle2",
"proj/glowball",
"part/myon",
"part/stardust",
NULL);
res_group_preload(rg, RES_TEXTURE, flags,
"runes",
"gaplight",
NULL);
res_group_preload(rg, RES_SHADER_PROGRAM, flags,
"sprite_yinyang",
"reimu_gap",
"reimu_gap_light",
"reimu_bomb_bg",
NULL);
res_group_preload(rg, RES_SFX, flags | RESF_OPTIONAL,
"bomb_marisa_a",
"boon",
NULL);
}
PlayerMode plrmode_reimu_b = {
.name = "Dream Shaper",
.description = "Turn your understanding of reality upside-down, and tie the boundaries of spacetime into knots as easily as the ribbons in your hair.",
.spellcard_name = "Dream Sign “Ethereal Boundary Rupture”",
.character = &character_reimu,
.dialog = &dialog_tasks_reimu,
.shot_mode = PLR_SHOT_REIMU_DREAM,
.procs = {
.property = reimu_common_property,
.init = reimu_dream_init,
.preload = reimu_dream_preload,
},
};