6258bf5828
TODO: deferred load of models, animations, dialog gfx TODO: work on deferred loading for spell stages
260 lines
6.5 KiB
C
260 lines
6.5 KiB
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, Lukas Weber <laochailan@web.de>
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*/
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#include "stage6.h"
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#include "stage6_events.h"
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#include "stage.h"
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#include "stageutils.h"
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#include "global.h"
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static Stage3D bgcontext;
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static int fall_over;
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Vector **stage6_towerwall_pos(Vector pos, float maxrange) {
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Vector p = {0, 0, -220};
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Vector r = {0, 0, 300};
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Vector **list = linear3dpos(pos, maxrange, p, r);
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int i;
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for(i = 0; list[i] != NULL; i++) {
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if((*list[i])[2] > 0)
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(*list[i])[1] = -90000;
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}
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return list;
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}
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void stage6_towerwall_draw(Vector pos) {
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, get_tex("stage6/towerwall")->gltex);
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Shader *s = get_shader("tower_wall");
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glUseProgram(s->prog);
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glPushMatrix();
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glTranslatef(pos[0], pos[1], pos[2]);
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// glRotatef(90, 1,0,0);
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glScalef(30,30,30);
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draw_model("towerwall");
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glPopMatrix();
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glUseProgram(0);
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glDisable(GL_TEXTURE_2D);
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}
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Vector **stage6_towertop_pos(Vector pos, float maxrange) {
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Vector p = {0, 0, 70};
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return single3dpos(pos, maxrange, p);
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}
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void stage6_towertop_draw(Vector pos) {
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, get_tex("stage6/towertop")->gltex);
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glPushMatrix();
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glTranslatef(pos[0], pos[1], pos[2]);
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glScalef(28,28,28);
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draw_model("towertop");
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glPopMatrix();
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glDisable(GL_TEXTURE_2D);
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}
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Vector **stage6_skysphere_pos(Vector pos, float maxrange) {
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return single3dpos(pos, maxrange, bgcontext.cx);
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}
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void stage6_skysphere_draw(Vector pos) {
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glBindTexture(GL_TEXTURE_2D, get_tex("stage6/sky")->gltex);
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glPushMatrix();
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glTranslatef(pos[0], pos[1], pos[2]-30);
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glScalef(150,150,150);
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draw_model("skysphere");
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_TEXTURE_2D);
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}
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void stage6_draw(void) {
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set_perspective(&bgcontext, 100, 9000);
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draw_stage3d(&bgcontext, 10000);
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if(fall_over) {
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int t = global.frames - fall_over;
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TIMER(&t);
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FROM_TO(0, 240, 1) {
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bgcontext.cx[0] += 0.02*cos(M_PI/180*bgcontext.crot[2]+M_PI/2)*_i;
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bgcontext.cx[1] += 0.02*sin(M_PI/180*bgcontext.crot[2]+M_PI/2)*_i;
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}
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FROM_TO(150, 1000, 1) {
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bgcontext.crot[0] -= 0.02*(global.frames-fall_over-150);
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if(bgcontext.crot[0] < 0)
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bgcontext.crot[0] = 0;
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}
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if(t >= 190)
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bgcontext.cx[2] -= max(6, 0.05*(global.frames-fall_over-150));
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FROM_TO(300, 470,1) {
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bgcontext.cx[0] -= 0.01*cos(M_PI/180*bgcontext.crot[2]+M_PI/2)*_i;
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bgcontext.cx[1] -= 0.01*sin(M_PI/180*bgcontext.crot[2]+M_PI/2)*_i;
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}
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if(t > 470)
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bgcontext.cx[0] += 1-2*frand();
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}
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float w = 0.002;
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float f = 1, g = 1;
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if(global.timer > 3273) {
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f = max(0, f-0.01*(global.timer-3273));
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}
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if(global.timer > 3628)
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g = max(0, g-0.01*(global.timer - 3628));
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bgcontext.cx[0] += -230*w*f*sin(w*global.frames-M_PI/2);
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bgcontext.cx[1] += 230*w*f*cos(w*global.frames-M_PI/2);
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bgcontext.cx[2] += w*f*140/M_PI;
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bgcontext.crot[2] += 180/M_PI*g*w;
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}
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void start_fall_over(void) { //troll
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fall_over = global.frames;
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}
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void stage6_start(void) {
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init_stage3d(&bgcontext);
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fall_over = 0;
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add_model(&bgcontext, stage6_skysphere_draw, stage6_skysphere_pos);
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add_model(&bgcontext, stage6_towertop_draw, stage6_towertop_pos);
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add_model(&bgcontext, stage6_towerwall_draw, stage6_towerwall_pos);
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bgcontext.cx[1] = -230;
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bgcontext.crot[0] = 90;
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bgcontext.crot[2] = -40;
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// for testing
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// bgcontext.cx[0] = 80;
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// bgcontext.cx[1] = -215;
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// bgcontext.cx[2] = 295;
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// bgcontext.crot[0] = 90;
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// bgcontext.crot[2] = 381.415100;
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//
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}
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void stage6_preload(void) {
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get_resource(RES_BGM, "bgm_stage6", RESF_TRANSIENT);
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get_resource(RES_BGM, "bgm_stage6boss", RESF_TRANSIENT);
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get_resource(RES_TEXTURE, "stage6/baryon_connector", RESF_REQUIRED | RESF_TRANSIENT);
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get_resource(RES_TEXTURE, "stage6/baryon", RESF_REQUIRED | RESF_TRANSIENT);
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get_resource(RES_TEXTURE, "stage6/scythecircle", RESF_REQUIRED | RESF_TRANSIENT);
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get_resource(RES_TEXTURE, "stage6/scythe", RESF_REQUIRED | RESF_TRANSIENT);
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get_resource(RES_TEXTURE, "stage6/sky", RESF_REQUIRED | RESF_TRANSIENT);
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get_resource(RES_TEXTURE, "stage6/spellbg_chalk", RESF_REQUIRED | RESF_TRANSIENT);
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get_resource(RES_TEXTURE, "stage6/spellbg_classic", RESF_REQUIRED | RESF_TRANSIENT);
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get_resource(RES_TEXTURE, "stage6/spellbg_modern", RESF_REQUIRED | RESF_TRANSIENT);
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get_resource(RES_TEXTURE, "stage6/towertop", RESF_REQUIRED | RESF_TRANSIENT);
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get_resource(RES_TEXTURE, "stage6/towerwall", RESF_REQUIRED | RESF_TRANSIENT);
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}
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void stage6_end(void) {
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free_stage3d(&bgcontext);
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}
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void elly_intro(Boss*, int);
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void elly_unbound(Boss*, int);
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void stage6_spellpractice_events(void) {
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TIMER(&global.timer);
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AT(0) {
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skip_background_anim(&bgcontext, stage6_draw, 3800, &global.timer, &global.frames);
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global.boss = create_boss("Elly", "elly", BOSS_DEFAULT_SPAWN_POS);
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// Here be dragons
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ptrdiff_t spellnum = global.stage->spell - stage6_spells;
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char go = true;
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switch(spellnum) {
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case 0: // Newton Sign ~ 2.5 Laws of Movement
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// Scythe required - this creates it
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boss_add_attack(global.boss, AT_Move, "Catch the Scythe", 2, 0, elly_intro, NULL);
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go = false;
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break;
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case 1: // Maxwell Sign ~ Wave Theory
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// Works fine on its own
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break;
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case 2: // Eigenstate ~ Many-World Interpretation
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case 3: // Ricci Sign ~ Space Time Curvature
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case 4: // LHC ~ Higgs Boson Uncovered
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// Baryon required - this creates it
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boss_add_attack(global.boss, AT_Move, "Unbound", 3, 0, elly_unbound, NULL);
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go = false;
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break;
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case 5: // Tower of Truth ~ Theory of Everything
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// Works fine on its own
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// Just needs a little extra to make us fall from the tower
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start_fall_over();
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skip_background_anim(&bgcontext, stage6_draw, 300, &global.timer, &global.frames);
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break;
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}
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boss_add_attack_from_info(global.boss, global.stage->spell, go);
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start_attack(global.boss, global.boss->attacks);
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start_bgm("bgm_stage6boss");
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}
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if(!global.boss) {
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killall(global.enemies);
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}
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}
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ShaderRule stage6_shaders[] = { NULL };
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StageProcs stage6_procs = {
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.begin = stage6_start,
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.preload = stage6_preload,
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.end = stage6_end,
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.draw = stage6_draw,
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.event = stage6_events,
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.shader_rules = stage6_shaders,
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.spellpractice_procs = &stage6_spell_procs,
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};
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StageProcs stage6_spell_procs = {
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.begin = stage6_start,
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.end = stage6_end,
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.draw = stage6_draw,
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.event = stage6_spellpractice_events,
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.shader_rules = stage6_shaders,
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};
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