3615b95f13
* Reimu (#101) * add the reimu * Add Reimu story * account for various blunders * add reimu dialog picture * Reimu: WIP yin-yang orbs * reimu: fix up indents * Reimu: swap the shotmode names to match the kanji order in her Japanese name * Reimu: compatibility with the latest system * WIP ReimuA crap * ReimuA homing trails * more ReimuA stuff * more ReimuA adjustments + enhanced DPS stats * Reimu: stubs for new player animation sequences * Reimu: occupy the 0th character slot * Reimu: tweak needle sprite * Reimu: buff movement speed to better match Touhou * Reimu: fixup for the recent projectile changes * ReimuA: make homing shots a bit smaller; give them custom effect on collision * Reimu: add intermediate frames; move some loose sprites to the atlas * Reimu: fix compile errors * replace DBL_MAX by INFINITY * Don’t draw reimu orbs twice fixes #127 * add new reimu dialog pic * ReimuA adjustments (mostly homing); it's still OP * wip ReimuB gaps * still not sure where i'm going with these gaps * meh * Reimu: premultiplied alpha fixups after rebase * reimuB shot pattern with basic power scaling (not balanced at all) * reimuB: some lame-ass particle effects * ReimuB bomb effect prototype * reimuA bomb prototype * fix reimu shots for the new damage system * Reimu: use the new player_is_bomb_active() function, add placeholder BG for ReimuB * some reimuB bomb projectiles * ReimuB bomb bg and some framebuffer utils required to support it. Might reuse this at least in part for ReimuA unless we come up with something better. * hack to fix ReimuB bomb fade; refactoring needed * reimuA damaging bombs * fix ub * prevent nan when reimuA bombs without enemies present * add a bomb_bg to reimuA * ... * various fantasy seal tweaks * Reimu: placeholder bomb sounds; slight fantasy seal buff * fix null pointer dereference * Reimu "balance" adjustments; minor fixes * putting bandaids over gunshot wounds * Add aoe damage and bullet cancel to ReimuB's bomb * more exorcism porn * make reimu bomb bg runes better visible on dark backgrounds * More ReimuA shot changes
45 lines
952 B
C
45 lines
952 B
C
/*
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* This software is licensed under the terms of the MIT-License
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* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2018, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2018, Andrei Alexeyev <akari@alienslab.net>.
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*/
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#pragma once
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#include "taisei.h"
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#include "resource/texture.h"
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enum {
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ENDING_FADE_OUT = 200,
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ENDING_FADE_TIME = 60,
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};
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enum {
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// WARNING: Reordering this will break current progress files.
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ENDING_BAD_1,
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ENDING_BAD_2,
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ENDING_GOOD_1,
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ENDING_GOOD_2,
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ENDING_BAD_3,
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ENDING_GOOD_3,
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NUM_ENDINGS,
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};
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typedef struct EndingEntry EndingEntry;
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typedef struct Ending Ending;
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void ending_loop(void);
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void ending_preload(void);
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/*
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* These ending callbacks are referenced in plrmodes/ code
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*/
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void bad_ending_marisa(Ending *e);
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void bad_ending_youmu(Ending *e);
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void bad_ending_reimu(Ending *e);
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void good_ending_marisa(Ending *e);
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void good_ending_youmu(Ending *e);
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void good_ending_reimu(Ending *e);
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