138 lines
3.3 KiB
C
138 lines
3.3 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) 2011-2024, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
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*/
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#include "plrmodes.h"
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#include "plrmodes/reimu.h"
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#include "plrmodes/marisa.h"
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#include "plrmodes/youmu.h"
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#include "portrait.h"
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static PlayerCharacter *player_characters[] = {
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&character_reimu,
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&character_marisa,
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&character_youmu,
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};
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static PlayerMode *player_modes[] = {
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&plrmode_reimu_a,
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&plrmode_reimu_b,
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&plrmode_marisa_a,
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&plrmode_marisa_b,
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&plrmode_youmu_a,
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&plrmode_youmu_b,
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};
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PlayerCharacter *plrchar_get(CharacterID id) {
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assert((unsigned)id < NUM_CHARACTERS);
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PlayerCharacter *pc = player_characters[id];
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assert(pc->id == id);
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return pc;
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}
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void plrchar_preload(PlayerCharacter *pc, ResourceGroup *rg) {
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const char *name = pc->lower_name;
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portrait_preload_base_sprite(rg, name, NULL, RESF_DEFAULT);
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portrait_preload_face_sprite(rg, name, "normal", RESF_DEFAULT);
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char buf[64];
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plrchar_player_anim_name(pc, sizeof(buf), buf);
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res_group_preload(rg, RES_ANIM, RESF_DEFAULT, buf, NULL);
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}
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void plrchar_render_bomb_portrait(PlayerCharacter *pc, Sprite *out_spr) {
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const char *name = pc->lower_name;
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Sprite *s_base = portrait_get_base_sprite(name, NULL);
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Sprite *s_face = portrait_get_face_sprite(name, "normal");
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portrait_render(s_base, s_face, out_spr);
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}
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int plrchar_player_anim_name(PlayerCharacter *pc, size_t bufsize, char buf[bufsize]) {
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const char *name = pc->lower_name;
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assert(bufsize >= strlen("player/") + strlen(name) + 1);
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return snprintf(buf, bufsize, "player/%s", name);
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}
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Animation *plrchar_player_anim(PlayerCharacter *pc) {
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char buf[64];
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plrchar_player_anim_name(pc, sizeof(buf), buf);
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return res_anim(buf);
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}
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int plrmode_repr(char *out, size_t outsize, PlayerMode *mode, bool internal) {
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assert(mode->character != NULL);
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assert((unsigned)mode->shot_mode < NUM_SHOT_MODES_PER_CHARACTER);
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return snprintf(out, outsize, "%s%c",
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internal ? mode->character->lower_name : mode->character->proper_name,
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mode->shot_mode + 'A'
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);
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}
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PlayerMode *plrmode_find(CharacterID char_id, ShotModeID shot_id) {
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for(int i = 0; i < NUM_PLAYER_MODES; ++i) {
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PlayerMode *mode = player_modes[i];
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if(mode->character->id == char_id && mode->shot_mode == shot_id) {
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return mode;
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}
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}
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return NULL;
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}
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PlayerMode *plrmode_parse(const char *name) {
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CharacterID char_id = (CharacterID)-1;
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ShotModeID shot_id = (ShotModeID)-1;
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char buf[strlen(name) + 1];
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strcpy(buf, name);
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for(int i = 0; i < sizeof(buf); ++i) {
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buf[i] = tolower(buf[i]);
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}
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if(!*buf) {
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log_debug("Got an empty string");
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return NULL;
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}
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char shot = buf[sizeof(buf) - 2];
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if(shot < 'a' || shot >= 'a' + NUM_SHOT_MODES_PER_CHARACTER) {
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log_debug("Got invalid shotmode: %c", shot);
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return NULL;
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}
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shot_id = shot - 'a';
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buf[sizeof(buf) - 2] = 0;
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for(int i = 0; i < NUM_CHARACTERS; ++i) {
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PlayerCharacter *chr = player_characters[i];
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if(!strcmp(buf, chr->lower_name)) {
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char_id = chr->id;
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}
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}
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if(char_id == (CharacterID)-1) {
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log_debug("Got invalid character: %s", buf);
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return NULL;
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}
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return plrmode_find(char_id, shot_id);
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}
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void plrmode_preload(PlayerMode *mode, ResourceGroup *rg) {
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assert(mode != NULL);
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plrchar_preload(mode->character, rg);
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if(mode->procs.preload) {
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mode->procs.preload(rg);
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}
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}
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