ReC98/th02/main/item/item.cpp

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#pragma option -zPmain_01 -G
#include "libs/master.lib/pc98_gfx.hpp"
#include "th01/rank.h"
#include "th01/math/subpixel.hpp"
#include "th02/common.h"
#include "th02/resident.hpp"
#include "th02/math/randring.hpp"
#include "th02/core/globals.hpp"
#include "th02/hardware/pages.hpp"
#include "th02/snd/snd.h"
#include "th02/main/entity.hpp"
#include "th02/main/playfld.hpp"
#include "th02/main/playperf.hpp"
#include "th02/main/score.hpp"
#include "th02/main/scroll.hpp"
#include "th02/main/hud/hud.hpp"
#include "th02/main/item/item.hpp"
#include "th02/main/item/shared.hpp"
#include "th02/main/player/player.hpp"
#include "th02/main/pointnum/pointnum.hpp"
#include "th02/main/tile/tile.hpp"
#include "th02/sprites/main_pat.h"
// Constants
// ---------
static const pixel_t ITEM_W = 16;
static const pixel_t ITEM_H = 16;
#define SEMIRANDOM_RING ITEM_SEMIRANDOM_RING
extern const item_type_t SEMIRANDOM_RING[10];
extern const main_patnum_t ITEM_PATNUM[IT_COUNT];
static const uint8_t SEMIRANDOM_RING_SIZE = (
sizeof(SEMIRANDOM_RING) / sizeof(SEMIRANDOM_RING[0])
);
// ---------
struct item_pos_t {
screen_x_t screen_left;
Subpixel screen_top;
};
struct item_t {
entity_flag_t flag;
item_type_t type;
item_pos_t pos[2];
Subpixel velocity_y;
pixel_t velocity_x_during_bounce;
int age; // unused
};
// State
// -----
extern item_t items[ITEM_COUNT];
#define p_left_ptr item_p_left_ptr
#define p_top_ptr item_p_top_ptr
#define p_left item_p_left
#define p_top item_p_top
#define semirandom_ring_p item_semirandom_ring_p
#define semirandom_cycle item_semirandom_cycle
#define drop_cycle item_drop_cycle
#define collect_skill item_collect_skill
#define frames_unused item_frames_unused
// ZUN bloat: Should have been local to items_update_and_render(), and been a
// single reference instead of two pointers.
extern screen_x_t near* p_left_ptr;
extern Subpixel near* p_top_ptr;
// ZUN bloat: Could have been local to items_update_and_render().
extern screen_x_t p_left;
extern union {
screen_y_t screen;
vram_y_t vram;
} p_top;
extern uint8_t semirandom_ring_p;
extern score_t item_score_this_frame;
// -----
void near items_init_and_reset(void)
{
semirandom_ring_p = randring1_next8_ge_lt(0, (SEMIRANDOM_RING_SIZE - 2));
for(int i = 0; i < ITEM_COUNT; i++) {
items[i].flag = F_FREE;
}
point_items_collected = 0;
pointnums_init_for_rank_and_reset();
items_miss_add_gameover = false;
}
void pascal items_add_semirandom(screen_x_t left, screen_y_t top)
{
if(item_bigpower_override) {
item_bigpower_override--;
items_add(left, top, IT_BIGPOWER);
return;
}
extern uint8_t semirandom_cycle;
if((semirandom_cycle++ % 3) != 0) {
return;
}
if(randring1_next16_ge_lt(0, 512) == 18) {
items_add(left, top, IT_BOMB);
} else {
items_add(left, top, SEMIRANDOM_RING[semirandom_ring_p]);
}
semirandom_ring_p++;
if(semirandom_ring_p >= SEMIRANDOM_RING_SIZE) {
semirandom_ring_p = 0;
}
}
void pascal items_add(screen_x_t left, screen_y_t top, int type)
{
if(item_bigpower_override && (type < IT_BOMB)) {
item_bigpower_override--;
type = IT_BIGPOWER;
}
item_t near* p = items;
// ZUN bloat: Should be a separate variable.
top <<= SUBPIXEL_BITS;
#define top static_cast<subpixel_t>(top)
if((lives == LIVES_MAX) && (type == IT_1UP)) {
type = IT_BOMB;
}
for(int i = 0; i < ITEM_COUNT; (i++, p++)) {
if(p->flag == F_FREE) {
p->flag = F_ALIVE;
p->type = static_cast<item_type_t>(type); // ZUN bloat
p->pos[0].screen_left = left;
p->pos[0].screen_top.v = top;
p->pos[1].screen_left = left;
p->pos[1].screen_top.v = top;
p->velocity_y.set(-3.0f);
p->velocity_x_during_bounce = 0;
p->age = 0;
break;
}
}
#undef top
}
template <class T> struct hack {
T x[ITEM_MISS_COUNT];
};
void pascal near items_miss_add(screen_x_t left, screen_y_t top)
{
int items_added = 0;
int i;
bool16 bigpower_not_spawned_yet = true;
// ZUN bloat: Just use a item_type_t.
union {
item_type_t type;
int v;
} type;
extern const hack<Subpixel8> ITEM_MISS_VELOCITY_Y_SIDES;
extern const hack<pixel_delta_8_t> ITEM_MISS_VELOCITY_X_CENTER;
extern const hack<Subpixel8> ITEM_MISS_VELOCITY_Y_CENTER;
const hack<Subpixel8> VELOCITY_Y_SIDES = ITEM_MISS_VELOCITY_Y_SIDES;
const hack<pixel_delta_8_t> VELOCITY_X_CENTER = ITEM_MISS_VELOCITY_X_CENTER;
const hack<Subpixel8> VELOCITY_Y_CENTER = ITEM_MISS_VELOCITY_Y_CENTER;
// ZUN quirk: Probably meant to be ((PLAYFIELD_W / 3) * 1) and
// ((PLAYFIELD_W / 3) * 2), but [player_topleft] is relative to the
// top-left corner of the *screen*, not the playfield.
int8_t field_distance_from_center = (
(player_topleft.x <= (PLAYFIELD_LEFT + ((PLAYFIELD_W / 4) * 1))) ? -1 :
(player_topleft.x <= (PLAYFIELD_LEFT + ((PLAYFIELD_W / 12) * 7))) ? 0 :
/* */ 1
);
item_t near* p = items;
// ZUN bloat: Should be a separate variable.
top <<= SUBPIXEL_BITS;
#define top static_cast<subpixel_t>(top)
for(i = 0; i < ITEM_COUNT; (i++, p++)) {
if(p->flag != F_FREE) {
continue;
}
p->flag = F_ALIVE;
p->pos[0].screen_left = left;
p->pos[0].screen_top.v = top;
p->pos[1].screen_left = left;
p->pos[1].screen_top.v = top;
p->age = 0;
if(!items_miss_add_gameover) {
if(bigpower_not_spawned_yet) {
type.v = (
((randring1_next8() % (ITEM_MISS_COUNT - items_added)) == 0)
? IT_BIGPOWER
: (randring1_next8() % IT_BOMB) // Power or point
);
} else {
type.v = (randring1_next8() % IT_BOMB); // Power or point
}
if(type.v == IT_BIGPOWER) {
bigpower_not_spawned_yet = false;
}
} else {
type.v = IT_BIGPOWER;
}
p->type = type.type;
if(field_distance_from_center != 0) {
p->velocity_y.v = VELOCITY_Y_SIDES.x[items_added];
p->velocity_x_during_bounce = (field_distance_from_center * -2);
} else {
p->velocity_y.v = VELOCITY_Y_CENTER.x[items_added];
p->velocity_x_during_bounce = VELOCITY_X_CENTER.x[items_added];
}
items_added++;
if(items_added >= ITEM_MISS_COUNT) {
break;
}
}
#undef top
}
void near items_invalidate(void)
{
for(int i = 0; i < ITEM_COUNT; i++) {
if(items[i].flag == F_FREE) {
continue;
}
item_pos_t near* pos = &items[i].pos[page_back];
screen_y_t top = pos->screen_top.to_pixel();
tiles_invalidate_rect(pos->screen_left, top, ITEM_W, ITEM_H);
pos->screen_left = items[i].pos[page_front].screen_left;
pos->screen_top = items[i].pos[page_front].screen_top;
if(items[i].flag == F_REMOVE) {
items[i].flag = F_FREE;
}
}
pointnums_invalidate();
}
// Returns `true` if the player collided with and collected the item.
bool16 pascal near item_hittest_y(item_t near& item)
{
extern uint8_t collect_skill;
screen_y_t top = p_top.screen;
// Translation: The 16×16 bounding box of an item must fully lie within the
// top 40 pixels of the player.
if(
(top >= player_topleft.y) && (top <= player_topleft.y + (PLAYER_H / 2))
) {
// ZUN bug: Not aligned to anything meaningful. Which would require the
// on-screen width of the point number, and could never be expressed as
// a constant.
screen_x_t pointnum_left = (p_left - 12);
switch(item.type) {
case IT_POWER:
if(power < POWER_MAX) {
power++;
player_shot_level_update_and_hud_power_put();
power_overflow = 0;
item_score_this_frame += 1;
} else {
if(power_overflow < POWER_OVERFLOW_MAX) {
power_overflow++;
}
item_score_this_frame += POWER_OVERFLOW_BONUS[power_overflow];
collect_skill++;
}
collect_skill++;
pointnums_add(
pointnum_left,
p_top.screen,
POWER_OVERFLOW_BONUS[power_overflow]
);
break;
case IT_POINT: {
uint16_t value;
point_items_collected++;
if(top <= (PLAYFIELD_TOP + 48)) {
collect_skill += 8;
value = 5120;
} else {
value = (2800 - (top * 7));
if(value >= 2000) {
collect_skill += 4;
} else if(value >= 1000) {
collect_skill += 2;
} else {
collect_skill++;
}
}
pointnums_add(pointnum_left, p_top.screen, value);
item_score_this_frame += value;
break;
}
case IT_BOMB:
if(bombs < BOMBS_MAX) {
bombs++;
item_score_this_frame += 1000;
pointnums_add(pointnum_left, p_top.screen, 1000);
hud_bombs_put();
} else {
item_score_this_frame += 6553;
pointnums_add(pointnum_left, p_top.screen, 6553);
collect_skill += 16;
}
break;
case IT_BIGPOWER:
if(power < (POWER_MAX - 10)) {
power += 10;
item_score_this_frame++;
power_overflow = 0;
} else {
if(power_overflow < (POWER_OVERFLOW_MAX - 4)) {
power_overflow += 5;
} else {
power_overflow = POWER_OVERFLOW_MAX;
}
power = POWER_MAX;
item_score_this_frame += POWER_OVERFLOW_BONUS[power_overflow];
}
pointnums_add(
pointnum_left,
p_top.screen,
POWER_OVERFLOW_BONUS[power_overflow]
);
player_shot_level_update_and_hud_power_put();
break;
case IT_1UP:
// If this is `false`, items_add() has likely already turned this
// into a bomb item. Makes sense to not do anything in that case.
if(lives < LIVES_MAX) {
lives++;
hud_lives_put();
snd_se_play(8);
}
break;
}
item.flag = F_REMOVE;
snd_se_play(13);
if(collect_skill >= 32) {
item_skill++;
collect_skill -= 32;
}
return true;
}
return false;
}
void near items_update_and_render(void)
{
extern int frames_unused; // ZUN bloat
extern uint8_t drop_cycle;
item_t near* p = items;
frames_unused++;
item_score_this_frame = 0;
for(int i = 0; i < ITEM_COUNT; (i++, p++)) {
if(p->flag != F_ALIVE) {
continue;
}
// Update
// ------
item_pos_t near& pos = p->pos[page_back];
p_left_ptr = &pos.screen_left;
p_top_ptr = &pos.screen_top;
if(p->velocity_y <= 0) {
*p_left_ptr += p->velocity_x_during_bounce;
}
p_top_ptr->v += p->velocity_y.v;
p_left = *p_left_ptr;
p_top.screen = p_top_ptr->to_pixel();
if(p_top.screen < (PLAYFIELD_TOP - ITEM_H)) {
// ZUN bloat: Could have been done prior to the assignment above.
p_top.screen = (PLAYFIELD_TOP - ITEM_H);
p_top_ptr->v = to_sp(PLAYFIELD_TOP - ITEM_H);
} else if(p_top.screen >= PLAYFIELD_BOTTOM) {
p->flag = F_REMOVE;
drop_cycle++;
if((drop_cycle & 0xF) == 0) {
item_skill--;
}
continue;
}
if(
(p_left <= (PLAYFIELD_LEFT - ITEM_W)) || (p_left >= PLAYFIELD_RIGHT)
) {
p->flag = F_REMOVE;
continue;
}
p->age++;
p->velocity_y.v += to_sp(0.0625f);
// Translation: Player width plus 8 additional pixels to the left and
// right.
if(
!player_is_hit &&
(p_left >= (player_topleft.x - (PLAYER_W / 2) + (ITEM_W / 2))) &&
(p_left <= (player_topleft.x + (PLAYER_W / 2) + (ITEM_W / 2)))
) {
if(item_hittest_y(*p)) {
continue;
}
}
// ------
// Render
// ------
// ZUN bloat: Should have *definitely* been a distinct local variable.
// The [vram] field is valid below.
p_top.screen += scroll_line;
if(p_top.vram >= RES_Y) {
p_top.vram -= RES_Y;
}
super_roll_put_tiny(p_left, p_top.vram, ITEM_PATNUM[p->type]);
// ------
}
if(item_score_this_frame) {
if(rank >= RANK_HARD) {
// Matches the operand set in pointnums_init_for_rank_and_reset().
item_score_this_frame <<= (rank - RANK_NORMAL);
}
score_delta += item_score_this_frame;
}
pointnums_update_and_render();
}