ReC98/th04/main/bullet/add.cpp

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void pascal near bullets_add_regular_raw(void);
void pascal near bullets_add_special_raw(void);
/// Per-spawn state
/// ---------------
/// Has no reason to be global.
extern bool group_fixedspeed;
// "(group_i * bullet_template.delta.spread_angle) is probably too expensive,
// let's rather do an addition for each additional spawned bullet :zunpet:"
extern unsigned char group_i_spread_angle;
extern unsigned char group_i_absolute_angle;
/// ---------------
#define tmpl bullet_template
void near tune_for_easy(void)
{
switch(tmpl.group) {
case BG_STACK:
case BG_STACK_AIMED:
tmpl.delta.stack_speed.v -= (tmpl.delta.stack_speed.v / 4);
if(tmpl.count >= 2) {
tmpl.count--;
}
break;
case BG_SPREAD:
case BG_SPREAD_AIMED:
if(tmpl.count >= 3) {
tmpl.count -= 2;
}
break;
case BG_RANDOM_ANGLE:
case BG_RING:
case BG_RING_AIMED:
tmpl.count /= 2;
break;
}
}
void near tune_for_hard(void)
{
switch(tmpl.group) {
case BG_SINGLE_AIMED:
tmpl.group = BG_STACK_AIMED;
tmpl.count = 2;
tmpl.delta.stack_speed.set(0.375f);
break;
case BG_SINGLE:
tmpl.group = BG_STACK;
tmpl.count = 2;
tmpl.delta.stack_speed.set(0.375f);
break;
case BG_STACK:
case BG_STACK_AIMED:
tmpl.delta.stack_speed.v += (tmpl.delta.stack_speed.v / 2);
break;
case BG_SPREAD:
case BG_SPREAD_AIMED:
tmpl.count += 2;
break;
case BG_RING:
case BG_RING_AIMED:
tmpl.count *= 3;
tmpl.count /= 2;
if(tmpl.count > 48) {
tmpl.count = 48;
}
break;
case BG_RANDOM_ANGLE:
case BG_RANDOM_ANGLE_AND_SPEED:
tmpl.count += (tmpl.count / 2);
break;
}
}
void near tune_for_lunatic(void)
{
switch(tmpl.group) {
case BG_SINGLE_AIMED:
tmpl.group = BG_SPREAD_AIMED;
tmpl.count = 3;
tmpl.delta.spread_angle = +0x06;
break;
case BG_SINGLE:
tmpl.group = BG_SPREAD;
tmpl.count = 3;
tmpl.delta.spread_angle = +0x06;
break;
case BG_STACK:
case BG_STACK_AIMED:
tmpl.delta.stack_speed.v += (tmpl.delta.stack_speed.v / 2);
tmpl.count++;
break;
case BG_SPREAD:
case BG_SPREAD_AIMED:
tmpl.count += 4;
break;
case BG_RING:
case BG_RING_AIMED:
tmpl.count *= 2;
if(tmpl.count > 48) {
tmpl.count = 48;
}
break;
case BG_RANDOM_ANGLE:
case BG_RANDOM_ANGLE_AND_SPEED:
tmpl.count *= 2;
break;
}
}
void near tune_for_playperf(void)
{
switch(tmpl.group) {
case BG_STACK:
case BG_STACK_AIMED:
if(playperf >= 24) {
tmpl.count++;
} else if((playperf <= 6) && (tmpl.count >= 2)) {
tmpl.count--;
}
break;
case BG_SPREAD:
case BG_SPREAD_AIMED:
if(playperf >= 24) {
tmpl.count += 2;
} else if((playperf <= 6) && (tmpl.count >= 3)) {
tmpl.count -= 2;
}
break;
case BG_RING:
case BG_RING_AIMED:
if(playperf >= 24) {
tmpl.count += 4;
} else if(playperf >= 20) {
tmpl.count += 2;
} else if(tmpl.count >= 5) {
if(playperf <= 10) {
tmpl.count -= 2;
}
if(playperf <= 4) {
tmpl.count -= 4;
}
}
break;
}
}
#undef tmpl
void pascal near bullet_template_tune_easy(void)
{
tune_for_playperf();
tune_for_easy();
}
void pascal near bullet_template_tune_normal(void)
{
tune_for_playperf();
}
void pascal near bullet_template_tune_hard(void)
{
tune_for_playperf();
tune_for_hard();
}
void pascal near bullet_template_tune_lunatic(void)
{
tune_for_playperf();
tune_for_lunatic();
}
void pascal near bullets_add_regular_easy(void)
{
subpixel_length_8_t speed;
unsigned char count;
if(bullet_zap.active) {
return;
}
count = bullet_template.count;
speed = bullet_template.speed.v;
bullets_add_regular_raw();
bullet_template.count = count;
bullet_template.speed.v = speed;
}
inline void keep_speed_from_being_mutated_when_calling(nearfunc_t_near func) {
subpixel_length_8_t speed = bullet_template.speed.v;
func();
bullet_template.speed.v = speed;
}
void pascal near bullets_add_regular_normal(void)
{
if(bullet_zap.active) {
return;
}
keep_speed_from_being_mutated_when_calling(bullets_add_regular_raw);
}
void pascal near bullets_add_regular_hard_lunatic(void)
{
if(bullet_zap.active) {
return;
}
keep_speed_from_being_mutated_when_calling(bullets_add_regular_raw);
}
void pascal near bullets_add_special_easy(void)
{
if(bullet_zap.active) {
return;
}
keep_speed_from_being_mutated_when_calling(bullets_add_special_raw);
}
void pascal near bullets_add_special_normal(void)
{
if(bullet_zap.active) {
return;
}
keep_speed_from_being_mutated_when_calling(bullets_add_special_raw);
}
void pascal near bullets_add_special_hard_lunatic(void)
{
if(bullet_zap.active) {
return;
}
keep_speed_from_being_mutated_when_calling(bullets_add_special_raw);
}
void near bullets_add_regular_fixedspeed(void)
{
group_fixedspeed = true;
bullets_add_regular();
group_fixedspeed = false;
}
void near bullets_add_special_fixedspeed(void)
{
group_fixedspeed = true;
bullets_add_special();
group_fixedspeed = false;
}
#define last_bullet_in_group(group_i) \
(group_i >= (bullet_template.count - 1))
// Necessary to compile the switch statement in bullet_velocity_and_angle_set()
// to a binary search. Strangely, it's not used for the functions above?
#pragma option -G
// Sets the bullet template's velocity for bullet #[group_i] in the template's
// current group, as well as [group_i_absolute_angle]. Returns true if this
// was the last bullet for this group.
bool16 pascal near bullet_velocity_and_angle_set(int group_i)
{
int angle = 0x00;
subpixel_length_8_t speed;
bool done;
// Due to this default, invalid group values lead to the spawn functions
// repeatedly calling this function, until they completely filled the
// pellet / 16×16 part of the array with identical bullets using the given
// angle and speed.
// (Not really a ZUN bug until we can discover a game state where this can
// actually happen.)
done = false;
speed = bullet_template.speed.v;
switch(bullet_template.group) {
case BG_SPREAD:
case BG_SPREAD_AIMED:
if(bullet_template.count & 1) {
// Odd-numbered spreads always contain a bullet in the center.
if(group_i == 0) {
group_i_spread_angle = 0x00;
angle = 0x00;
} else if(group_i & 1) {
// Symmetric version of even-numbered bullets
group_i_spread_angle += bullet_template.delta.spread_angle;
angle = (0x100 - group_i_spread_angle);
} else {
angle = group_i_spread_angle;
}
} else {
// Even-numbered spreads are aimed around the 0° point, and
// therefore need to be shifted by half of the angle. Yes, this
// whole separate branch, with its whole pointlessly mirrored
// logic, wouldn't have been necessary, and ZUN could have just
// added the angle offset after the fact. Or heck, even leaving it
// at that one branch and using the same code for odd- and
// even-numbered spreads beyond the first bullet would have been
// better. (He did the latter in TH05.)
if(group_i == 0) {
group_i_spread_angle = (bullet_template.delta.spread_angle / 2);
angle = group_i_spread_angle;
} else if(group_i & 1) {
// Symmetric version of even-numbered bullets
angle = (0x100 - group_i_spread_angle);
} else {
group_i_spread_angle += bullet_template.delta.spread_angle;
angle = group_i_spread_angle;
}
}
if(last_bullet_in_group(group_i)) {
done = true;
}
if(bullet_template.group == BG_SPREAD) {
goto no_aim;
}
goto aim;
case BG_RING:
angle = ((group_i * 0x100) / bullet_template.count);
if(last_bullet_in_group(group_i)) {
done = true;
}
goto no_aim;
case BG_RING_AIMED:
angle = ((group_i * 0x100) / bullet_template.count);
if(last_bullet_in_group(group_i)) {
done = true;
}
goto aim;
// All these 16-bit randring operations seem to waste 8 bits of randomness,
// but each next16 call only advances the pointer by one byte anyway.
case BG_FORCESINGLE_RANDOM_ANGLE:
angle = randring2_next16();
done = true;
goto no_aim;
case BG_FORCESINGLE:
case BG_SINGLE:
done = true;
goto no_aim;
case BG_RANDOM_ANGLE:
angle = randring2_next16();
if(last_bullet_in_group(group_i)) {
done = true;
}
goto no_aim;
case BG_RANDOM_ANGLE_AND_SPEED:
angle = randring2_next16();
speed += randring2_next8_and_ge_lt_sp(0.0f, 2.0f);
if(last_bullet_in_group(group_i)) {
done = true;
}
goto no_aim;
case BG_RANDOM_CONSTRAINED_ANGLE_AIMED:
angle = randring2_next16_and_ge_lt(0x00, 0x20);
angle -= 0x10;
if(last_bullet_in_group(group_i)) {
done = true;
}
goto aim;
case BG_FORCESINGLE_AIMED:
case BG_SINGLE_AIMED:
done = true;
goto aim;
case BG_STACK:
case BG_STACK_AIMED:
speed += (bullet_template.delta.stack_speed * group_i);
if(
last_bullet_in_group(group_i) ||
(bullet_template.speed >= to_sp8(10.0f))
) {
done = true;
}
if(bullet_template.group == BG_STACK) {
goto no_aim;
}
goto aim;
}
aim:
angle += iatan2(
(player_pos.cur.y - bullet_template.origin.y),
(player_pos.cur.x - bullet_template.origin.x)
);
no_aim:
vector2_near(
bullet_template.velocity, (angle + bullet_template.angle), speed
);
group_i_absolute_angle = (angle + bullet_template.angle);
return done;
}
void near bullet_template_speedtune_for_playperf(void)
{
bullet_template.speed.v /= 2;
subpixel_t speed_from_playperf = bullet_template.speed.v;
speed_from_playperf *= playperf;
speed_from_playperf /= 16;
bullet_template.speed.v += speed_from_playperf;
if(bullet_template.speed > to_sp8(8.0f)) {
bullet_template.speed.set(8.0f);
} else if(bullet_template.speed < to_sp8(0.5f)) {
bullet_template.speed.set(0.5f);
}
}
unsigned char pascal near bullet_patnum_for_angle(unsigned char angle)
{
return (
((angle + (ANGLE_PER_SPRITE / 2) - 1) & (0x80 - 1)) / ANGLE_PER_SPRITE
);
}
bool near bullet_template_clip(void)
{
if(
(bullet_clear_time > 0) &&
// If a newly spawned bullet wouldn't fully decay during the remaining
// time, let's simply not spawn it at all? This way, they don't award
// score points either.
(bullet_clear_time <= (BMS_DECAY_FRAMES + 1)) // differs from TH05!
) {
return true;
}
// Also applies to 8×8 pellets, because why wouldn't you combine both
// cases. #goodcode
if(!playfield_encloses_point(
bullet_template.origin, BULLET16_W, BULLET16_H
)) {
return true;
}
if(overlap_points_wh_fast(
bullet_template.origin,
player_pos.cur,
BULLET_KILLBOX_W,
BULLET_KILLBOX_H
)) {
player_is_hit = true;
return true;
}
if(!group_fixedspeed) {
bullet_template_speedtune_for_playperf();
}
return false;
}
#define bullet_set_spawn_vars(ptr, available, spawn_state, spawn_type) \
spawn_state = BSS_GRAZEABLE; \
switch(spawn_type) { \
case BST_PELLET: \
ptr = &pellets[PELLET_COUNT - 1]; \
available = PELLET_COUNT; \
break; \
case BST_BULLET16_CLOUD_BACKWARDS: \
spawn_state = BSS_CLOUD_BACKWARDS; \
goto bullet16; \
case BST_BULLET16_CLOUD_FORWARDS: \
spawn_state = BSS_CLOUD_FORWARDS; \
goto bullet16; \
default: \
bullet16: \
ptr = &bullets16[BULLET16_COUNT - 1]; \
available = BULLET16_COUNT; \
break; \
}
#define bullet_init_from_template(bullet, group_done, group_i, spawn_state) \
bullet->age = 0; \
bullet->pos.cur = bullet_template.origin; \
bullet->from_group = bullet_template.group; \
bullet->patnum = bullet_template.patnum; \
bullet->spawn_state = static_cast<bullet_spawn_state_t>(spawn_state); \
\
group_done = bullet_velocity_and_angle_set(group_i); \
\
if(bullet_template.patnum >= PAT_BULLET16_D) { \
bullet->patnum += bullet_patnum_for_angle(group_i_absolute_angle); \
} \
\
bullet->pos.velocity = bullet_template.velocity; \
bullet->angle = group_i_absolute_angle; \
bullet->speed_final = bullet_template.speed; \
bullet->speed_cur = bullet_template.speed; \
void pascal near bullets_add_regular_raw(void)
{
bullet_t near *bullet;
int group_i;
int bullets_available;
unsigned char move_state;
bool group_done;
unsigned char spawn_state; // MODDERS: Should be bullet_spawn_state_t
if(bullet_template.spawn_type == BST_GATHER_PELLET) {
gather_template.center = bullet_template.origin;
gather_template.velocity.set_long(0.0f, 0.0f);
gather_template.radius.set(GATHER_RADIUS_START);
gather_template.angle_delta = 0x02;
gather_template.col = 9;
gather_template.ring_points = 8;
bullet_template.spawn_type = BST_PELLET;
gather_add_bullets();
return;
}
if(bullet_template_clip()) {
return;
}
bullet_set_spawn_vars(
bullet, bullets_available, spawn_state, bullet_template.spawn_type
);
move_state = BMS_REGULAR;
if(
(bullet_template.speed < to_sp8(BMS_SLOWDOWN_THRESHOLD)) ||
bullet_clear_time
) {
if(
(bullet_template.group != BG_STACK) &&
(bullet_template.group != BG_STACK_AIMED)
) {
move_state = BMS_SLOWDOWN;
}
}
group_i = 0;
while(bullets_available > 0) {
if(bullet->flag == F_FREE) {
bullet->flag = F_ALIVE;
bullet->move_state = static_cast<bullet_move_state_t>(move_state);
bullet->u1.slowdown_time = BMS_SLOWDOWN_FRAMES;
bullet->u2.slowdown_speed_delta.v = (
to_sp8(BMS_SLOWDOWN_BASE_SPEED) - bullet_template.speed
);
bullet_init_from_template(bullet, group_done, group_i, spawn_state);
if(group_done) {
break;
}
group_i++;
}
bullets_available--;
bullet--;
}
}
void pascal near bullets_add_special_raw(void)
{
bullet_t near *bullet;
int group_i;
int bullets_available;
bool group_done;
bullet_spawn_state_t spawn_state;
if(bullet_template_clip()) {
return;
}
bullet_set_spawn_vars(
bullet, bullets_available, spawn_state, bullet_template.spawn_type
);
group_i = 0;
while(bullets_available > 0) {
if(bullet->flag == F_FREE) {
bullet->flag = F_ALIVE;
bullet->move_state = BMS_SPECIAL;
bullet->special_motion = bullet_template.special_motion;
bullet->u1.turns_done = 0;
bullet->u2.angle.v = bullet_template_special_angle.v;
bullet_init_from_template(bullet, group_done, group_i, spawn_state);
if(group_done) {
break;
}
group_i++;
}
bullets_available--;
bullet--;
}
}