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

122 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 "youmu.h"
#include "global.h"
#include "plrmodes.h"
#include "stagedraw.h"
#include "util/graphics.h"
PlayerCharacter character_youmu = {
.id = PLR_CHAR_YOUMU,
.lower_name = "youmu",
.proper_name = "Yōmu",
.full_name = "Konpaku Yōmu",
.title = "Swordswoman Between Worlds",
.menu_texture_name = "youmu_bombbg1",
.ending = {
.good = { CUTSCENE_ID_YOUMU_GOOD_END, ENDING_GOOD_YOUMU },
.bad = { CUTSCENE_ID_YOUMU_BAD_END, ENDING_BAD_YOUMU },
},
};
double youmu_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) ? 2.125 : 6.0;
case PLR_PROP_POC:
return VIEWPORT_H / 3.5;
case PLR_PROP_DEATHBOMB_WINDOW:
return 12;
}
UNREACHABLE;
}
Projectile *youmu_common_shot(cmplx pos, MoveParams move, real dmg, ShaderProgram *shader) {
return PROJECTILE(
.damage = dmg,
.layer = LAYER_PLAYER_SHOT | 0x20,
.move = move,
.pos = pos,
.proto = pp_youmu,
.shader_ptr = shader,
.type = PROJ_PLAYER,
);
}
void youmu_common_init_bomb_background(YoumuBombBGData *bg_data) {
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;
bg_data->buffer = stage_add_background_framebuffer("Youmu bomb FB", 0.25, 1, 1, &cfg);
bg_data->shader = res_shader("youmu_bomb_bg");
bg_data->uniforms.petals = r_shader_uniform(bg_data->shader, "petals");
bg_data->uniforms.time = r_shader_uniform(bg_data->shader, "time");
bg_data->texture = res_texture("youmu_bombbg1");
}
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();
}
DEFINE_EXTERN_TASK(youmu_common_bomb_background) {
YoumuBombBGData *bg_data = ARGS.bg_data;
CoEvent *draw_event = &stage_get_draw_events()->background_drawn;
for(;;) {
WAIT_EVENT_OR_DIE(draw_event);
float t = player_get_bomb_progress(&global.plr);
float fade = 1.0f;
if(t < 1.0f / 12.0f) {
fade = t * 12.0f;
}
if(t > 1.0f / 2.0f) {
fade = 1-(t-1./2)*2;
}
if(fade < 0.0f) {
fade = 0.0f;
}
r_state_push();
r_color4(fade, fade, fade, fade);
r_shader_ptr(bg_data->shader);
r_uniform_sampler(bg_data->uniforms.petals, bg_data->texture);
r_uniform_float(bg_data->uniforms.time, t);
draw_framebuffer_tex(bg_data->buffer, VIEWPORT_W, VIEWPORT_H);
r_state_pop();
capture_frame(bg_data->buffer, r_framebuffer_current());
}
}