taisei/src/credits.c
Andrei Alexeyev 89ecc0c55e
Establish more-or-less consistent resource getter functions
Deprecate old ad-hoc stuff like get_sprite, r_texture_get, etc.
2020-06-09 04:33:22 +03:00

488 lines
11 KiB
C

/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2019, Andrei Alexeyev <akari@taisei-project.org>.
*/
#include "taisei.h"
#include "credits.h"
#include "global.h"
#include "stages/stage6.h"
#include "video.h"
#include "resource/model.h"
#include "renderer/api.h"
#include "util/glm.h"
#include "dynarray.h"
typedef struct CreditsEntry {
char **data;
int lines;
int time;
} CreditsEntry;
static struct {
DYNAMIC_ARRAY(CreditsEntry) entries;
float panelalpha;
int end;
bool skipable;
CallChain cc;
} credits;
#define CREDITS_ENTRY_FADEIN 200.0
#define CREDITS_ENTRY_FADEOUT 100.0
#define CREDITS_FADEOUT 180
// ideally, this should be timed so that:
// (ENTRY_TIME * numEntries) + (HEADER_TIME * numHeaders) ~= 7190
#define ENTRY_TIME 412
#define HEADER_TIME 300
#define YUKKURI_TIME 200
static void credits_add(char *data, int time);
static void credits_fill(void) {
// In case the shortened URLs break,
// Tuck V's YouTube: https://www.youtube.com/channel/UCaw73cuHLnFCSpjOtt_9pyg
// InsideI's bandcamp: https://vnutriya.bandcamp.com/
dynarray_ensure_capacity(&credits.entries, 24);
credits_add("Taisei Project\nbrought to you by…", HEADER_TIME);
credits_add((
"laochailan\n"
"Lukas Weber\n"
"laochailan@web.de\n\n"
"Programming, game design,"
"\ngraphics"
), ENTRY_TIME);
credits_add((
"Akari\n"
"Andrei Alexeyev\n"
"akari@taisei-project.org\n\n"
"Programming, game design"
), ENTRY_TIME);
credits_add((
"Tuck V\n"
"Discord: @Tuck#1679\n"
"YouTube: https://is.gd/exafez\n\n"
"Original soundtrack"
), ENTRY_TIME);
credits_add((
"afensorm\n"
"https://gensokyo.social/@afensorm\n"
"https://pixiv.me/afens\n\n"
"Character art"
), ENTRY_TIME);
credits_add((
"mia\n"
"Mia Herkt\n"
"mia@hong-mailing.de\n\n"
"Hosting, packaging, editing,\n"
"spiritual guidance"
), ENTRY_TIME);
credits_add((
"Alice D\n"
"https://twitter.com/AmyZenunim\n"
"https://github.com/starwitch\n\n"
"Lead story writer\n"
"macOS QA + debugging"
), ENTRY_TIME);
credits_add((
"Adam\n"
"https://twitter.com/adam_dnh\n\n"
"Dialogue writing (Iku, Elly)"
), ENTRY_TIME);
credits_add((
"Haru\n"
"https://venusers.tumblr.com/\n"
"https://twitter.com/violet_fantasia\n\n"
"Dialogue writing (Hina, Kurumi)"
), ENTRY_TIME);
credits_add((
"makise-homura\n"
"Igor Molchanov\n"
"akemi_homura@kurisa.ch\n\n"
"Code contributions\n"
"Elbrus compatible™"
), ENTRY_TIME);
credits_add((
"aiju\n"
"Julius Schmidt\n"
"http://aiju.de/\n\n"
"I don't remember\n"
"what this guy did"
), ENTRY_TIME);
credits_add("Special Thanks", HEADER_TIME);
credits_add((
"ZUN\n"
"for Tōhō Project\n"
"http://www16.big.or.jp/~zun/"
), ENTRY_TIME);
credits_add((
"InsideI\n"
"Mikhail Novik\n"
"Bandcamp: https://is.gd/owojix\n\n"
"Various sound effects"
), ENTRY_TIME);
credits_add((
"Free Software\n"
"Simple DirectMedia Layer\n" "https://libsdl.org/\n\n"
"libpng\n" "http://libpng.org/\n\n"
"libwebp\n" "https://git.io/WebP\n\n"
"FreeType\n" "https://freetype.org/\n\n"
"Ogg Opus\n" "https://www.opus-codec.org/"
), ENTRY_TIME);
credits_add((
"\n"
"zlib\n" "https://zlib.net/\n\n"
"libzip\n" "https://libzip.org/\n\n"
"Meson build system\n" "https://mesonbuild.com/\n\n"
"Krita\n" "https://krita.org/\n\n"
"and many other projects"
), ENTRY_TIME);
credits_add((
"…and You!\n"
"for playing"
), ENTRY_TIME);
credits_add((
"Visit Us\n"
"https://taisei-project.org/\n\n"
"And join our IRC channel\n"
"#taisei-project at irc.freenode.net\n\n"
"Or our Discord server\n"
"https://discord.gg/JEHCMzW"
), ENTRY_TIME);
// Yukkuri Kyouko!
credits_add("*\nAnd don't forget to take it easy!", YUKKURI_TIME);
}
static void credits_add(char *data, int time) {
CreditsEntry *e;
char *c, buf[256];
int l = 0, i = 0;
assert(time > CREDITS_ENTRY_FADEOUT);
e = dynarray_append(&credits.entries);
e->time = time - CREDITS_ENTRY_FADEOUT;
e->lines = 1;
for(c = data; *c; ++c)
if(*c == '\n') e->lines++;
e->data = malloc(e->lines * sizeof(char*));
for(c = data; *c; ++c) {
if(*c == '\n') {
buf[i] = 0;
e->data[l] = malloc(strlen(buf) + 1);
strcpy(e->data[l], buf);
i = 0;
++l;
} else {
buf[i++] = *c;
}
}
buf[i] = 0;
e->data[l] = malloc(strlen(buf) + 1);
strcpy(e->data[l], buf);
credits.end += time;
}
static void credits_towerwall_draw(vec3 pos) {
r_shader("tower_wall");
r_uniform_sampler("tex", "stage6/towerwall");
r_uniform_float("lendiv", 2800.0 + 300.0 * sin(global.frames / 77.7));
r_mat_mv_push();
r_mat_mv_translate(pos[0], pos[1], pos[2]);
r_mat_mv_scale(30,30,30);
r_draw_model("towerwall");
r_mat_mv_pop();
r_shader_standard();
}
static void credits_init(void) {
memset(&credits, 0, sizeof(credits));
stage3d_init(&stage_3d_context, 64);
stage_3d_context.cx[0] = 0;
stage_3d_context.cx[1] = 600;
stage_3d_context.crot[0] = 0;
global.frames = 0;
credits_fill();
credits.end += 200 + CREDITS_ENTRY_FADEOUT;
// Should be >1, because if we get here, that means we have achieved an
// ending just now, which this counter includes.
// That is unless we're in `taisei --credits`. But in that case, skipping is
// presumably not desired anyway.
credits.skipable = progress_times_any_ending_achieved() > 1;
start_bgm("credits");
}
static double entry_height(CreditsEntry *e, double *head, double *body) {
double total = *head = *body = 0;
if(!e->lines) {
return total;
}
if(e->lines > 0) {
if(*(e->data[0]) == '*') {
total += *head = sprite_padded_height(res_sprite("kyoukkuri"));
} else {
total += *head = font_get_lineskip(res_font("big"));
}
if(e->lines > 1) {
total += *body += (e->lines - 0.5) * font_get_lineskip(res_font("standard"));
}
}
return total;
}
static float yukkuri_jump(float t) {
float k = 0.2;
float l = 1 - k;
if(t > 1 || t < 0) {
return 0;
}
if(t > k) {
t = (t - k) / l;
float b = glm_ease_bounce_out(t);
float e = glm_ease_sine_out(b);
return 1 - lerp(b, e, glm_ease_sine_out(t));
}
return glm_ease_quad_out(t / k);
}
static void credits_draw_entry(CreditsEntry *e) {
int time = global.frames - 200;
float fadein = 1, fadeout = 1;
for(CreditsEntry *o = credits.entries.data; o != e; ++o) {
time -= o->time + CREDITS_ENTRY_FADEOUT;
}
double h_total, h_head, h_body;
h_total = entry_height(e, &h_head, &h_body);
// random asspull approximation to make stuff not overlap too much
int ofs = (1 - pow(1 - h_total / SCREEN_H, 2)) * SCREEN_H * 0.095;
time -= ofs;
if(time < 0) {
return;
}
ofs *= 2;
if(time <= CREDITS_ENTRY_FADEIN) {
fadein = time / CREDITS_ENTRY_FADEIN;
}
if(time - e->time - CREDITS_ENTRY_FADEIN + ofs > 0) {
fadeout = fmax(0, 1 - (time - e->time - CREDITS_ENTRY_FADEIN + ofs) / CREDITS_ENTRY_FADEOUT);
}
if(!fadein || !fadeout) {
return;
}
Sprite *yukkuri_spr = NULL;
if(*e->data[0] == '*') {
yukkuri_spr = res_sprite("kyoukkuri");
}
r_state_push();
r_mat_mv_push();
if(fadein < 1) {
r_mat_mv_translate(0, SCREEN_W * pow(1 - fadein, 2) * 0.5, 0);
} else if(fadeout < 1) {
r_mat_mv_translate(0, SCREEN_W * pow(1 - fadeout, 2) * -0.5, 0);
}
r_color(RGBA_MUL_ALPHA(1, 1, 1, fadein * fadeout));
r_mat_mv_translate(0, h_body * -0.5, 0);
for(int i = 0; i < e->lines; ++i) {
if(yukkuri_spr && !i) {
float t = ((global.frames) % 90) / 59.0;
float elevation = yukkuri_jump(t);
float squeeze = (elevation - yukkuri_jump(t - 0.03)) * 0.4;
float halfheight = sprite_padded_height(yukkuri_spr) * 0.5;
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = yukkuri_spr,
.pos.y = -60 * elevation * fadein + halfheight * squeeze,
.shader = "sprite_default",
.scale.x = 1.0 - squeeze,
.scale.y = 1.0 + squeeze,
});
r_mat_mv_translate(0, halfheight, 0);
} else {
Font *font = res_font(i ? "standard" : "big");
r_shader("text_default");
text_draw(e->data[i], &(TextParams) {
.align = ALIGN_CENTER,
.font_ptr = font,
});
r_shader_standard();
r_mat_mv_translate(0, font_get_lineskip(font), 0);
}
}
r_mat_mv_pop();
r_state_pop();
}
static void credits_draw(void) {
r_clear(CLEAR_ALL, RGBA(0, 0, 0, 1), 1);
colorfill(1, 1, 1, 1); // don't use r_clear for this, it screws up letterboxing
r_mat_mv_push();
r_enable(RCAP_DEPTH_TEST);
r_mat_proj_perspective(M_PI/3, 0.7f, 100, 9000);
r_mat_proj_translate(0, SCREEN_H / 3.0f, 0);
stage3d_draw(&stage_3d_context, 10000, 1, (Stage3DSegment[]) { credits_towerwall_draw, stage6_towerwall_pos });
r_mat_mv_pop();
set_ortho(SCREEN_W, SCREEN_H);
r_mat_mv_push();
r_color4(0, 0, 0, credits.panelalpha * 0.7);
r_mat_mv_translate(SCREEN_W/4*3, SCREEN_H/2, 0);
r_mat_mv_scale(300, SCREEN_H, 1);
r_shader_standard_notex();
r_draw_quad();
r_color4(1, 1, 1, 1);
r_mat_mv_pop();
r_mat_mv_push();
r_mat_mv_translate(SCREEN_W/4*3, SCREEN_H/2, 0);
r_shader_standard();
dynarray_foreach_elem(&credits.entries, CreditsEntry *e, {
credits_draw_entry(e);
});
r_mat_mv_pop();
draw_transition();
}
static void credits_finish(void *arg) {
credits.end = 0;
set_transition(TransLoader, 0, FADE_TIME*10);
}
static void credits_process(void) {
TIMER(&global.frames);
stage_3d_context.cx[2] = 200 - global.frames * 50;
stage_3d_context.cx[1] = 500 + 100 * psin(global.frames / 100.0) * psin(global.frames / 200.0 + M_PI);
stage_3d_context.cx[0] = 25 * sin(global.frames / 75.7) * cos(global.frames / 99.3);
FROM_TO(100, 200, 1)
credits.panelalpha += 0.01;
if(global.frames >= credits.end - CREDITS_ENTRY_FADEOUT) {
credits.panelalpha -= 1 / 120.0;
}
if(global.frames == credits.end) {
set_transition_callback(TransFadeWhite, CREDITS_FADEOUT, CREDITS_FADEOUT, credits_finish, NULL);
}
}
static void credits_free(void) {
dynarray_foreach_elem(&credits.entries, CreditsEntry *e, {
for(int i = 0; i < e->lines; ++i) {
free(e->data[i]);
}
free(e->data);
});
dynarray_free_data(&credits.entries);
stage3d_shutdown(&stage_3d_context);
}
void credits_preload(void) {
preload_resource(RES_BGM, "credits", RESF_OPTIONAL);
preload_resource(RES_SHADER_PROGRAM, "tower_wall", RESF_DEFAULT);
preload_resource(RES_SPRITE, "kyoukkuri", RESF_DEFAULT);
preload_resources(RES_TEXTURE, RESF_DEFAULT,
"stage6/towerwall",
"loading", // for transition
NULL);
}
static LogicFrameAction credits_logic_frame(void *arg) {
update_transition();
events_poll(NULL, 0);
credits_process();
global.frames++;
if(credits.end == 0) {
return LFRAME_STOP;
} else if(credits.skipable && gamekeypressed(KEY_SKIP)) {
return LFRAME_SKIP;
} else {
return LFRAME_WAIT;
}
}
static RenderFrameAction credits_render_frame(void *arg) {
credits_draw();
return RFRAME_SWAP;
}
static void credits_end_loop(void *ctx) {
credits_free();
progress_unlock_bgm("credits");
run_call_chain(&credits.cc, NULL);
}
void credits_enter(CallChain next) {
credits_preload();
credits_init();
credits.cc = next;
eventloop_enter(&credits, credits_logic_frame, credits_render_frame, credits_end_loop, FPS);
}