2020-08-16 14:36:31 +00:00
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// Bosses
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// ------
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2020-08-21 18:13:08 +00:00
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static const pixel_t BOSS_W = 64;
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static const pixel_t BOSS_H = 64;
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2022-03-25 23:12:43 +00:00
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static const int BOSS_DEFEAT_INVINCIBILITY_FRAMES = 255;
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2022-03-06 13:21:10 +00:00
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#if (GAME == 5)
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static const unsigned long BOSS_BONUS_UNIT_VALUE = 1000;
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#else
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static const unsigned int BOSS_BONUS_UNIT_VALUE = 1280;
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2022-03-17 18:43:05 +00:00
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// 16 bytes of globally additional state that bosses can use freely?
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// Architecturally, that's a step back even compared to TH01.
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extern unsigned char boss_statebyte[16];
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2022-03-06 13:21:10 +00:00
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#endif
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2020-08-16 14:03:31 +00:00
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2020-08-16 14:36:31 +00:00
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typedef struct {
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2021-06-30 14:30:06 +00:00
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PlayfieldMotion pos;
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2020-08-16 14:36:31 +00:00
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int hp;
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unsigned char sprite;
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unsigned char phase;
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int phase_frame;
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unsigned char damage_this_frame;
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unsigned char mode;
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// Used for both movement and bullet angles.
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unsigned char angle;
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unsigned char mode_change;
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int phase_end_hp;
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} boss_stuff_t;
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extern boss_stuff_t boss;
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extern SPPoint boss_hitbox_radius;
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2022-03-06 13:21:10 +00:00
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extern bool boss_phase_timed_out;
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2022-03-25 23:12:43 +00:00
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void near boss_reset(void);
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2022-03-06 13:21:10 +00:00
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// Grants a score bonus of [units * BOSS_BONUS_UNIT_VALUE], rendered as one new
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// point number popup per unit around the boss sprite.
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void pascal near boss_score_bonus(unsigned int units);
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2020-08-16 14:36:31 +00:00
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// Callbacks
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extern farfunc_t_near boss_update;
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extern nearfunc_t_near boss_fg_render;
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2021-06-15 03:51:45 +00:00
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// Also responsible to set [bg_render_bombing_func] to the
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// [boss_bg_render_func]!
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2020-08-16 14:36:31 +00:00
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extern farfunc_t_near boss_update_func;
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2021-06-15 03:51:45 +00:00
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2020-08-16 14:36:31 +00:00
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extern nearfunc_t_near boss_backdrop_colorfill;
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extern nearfunc_t_near boss_bg_render_func;
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extern nearfunc_t_near boss_fg_render_func;
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#define BOSS_DEC(name) \
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void pascal far name##_update(void); \
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void pascal near name##_bg_render(void); \
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void pascal near name##_fg_render(void);
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2021-06-19 13:15:24 +00:00
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// Renders the boss battle background image at the given screen position,
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// surrounded by the given background [col].
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void pascal near boss_backdrop_render(
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screen_x_t left, vram_y_t top, uint4_t col
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);
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2022-03-21 01:03:46 +00:00
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// Collision detection
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// -------------------
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// Processes any collision of player shots (and, in TH05, the player itself)
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// within a box with the given radius around the current position of the boss.
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// Returns the total amount of damage dealt to it this frame, and plays the
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// given sound effect if that amount is nonzero.
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int pascal near boss_hittest_shots_damage(
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subpixel_t radius_x, subpixel_t radius_y, int se_on_hit
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);
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// Calls boss_hittest_shots_damage() with the boss hitbox radius and regular
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// hit sound effect, and subtracts the result from the current boss HP.
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// Returns `true` if that subtraction ended the current boss phase.
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//
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// TH04's version also takes ownership of [boss.phase_frame], incrementing it
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// on every call.
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bool near boss_hittest_shots(void);
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// Calls boss_hittest_shots_damage() with the boss hitbox radius and
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// invincibility sound effect, and does nothing with the returned damage.
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//
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// TH04's version also takes ownership of [boss.phase_frame], incrementing it
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// on every call.
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void near boss_hittest_shots_invincible(void);
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2020-08-16 14:36:31 +00:00
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// ------
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2020-04-08 17:59:53 +00:00
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/// Explosions
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/// ----------
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#define EXPLOSION_SMALL_COUNT 2
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struct explosion_t {
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char flag;
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unsigned char age;
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SPPoint center;
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SPPoint radius_cur;
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SPPoint radius_delta;
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int8_t unused;
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// Offset to add to the angle for the Y coordinate, turning the circle
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// into a slanted ellipse. See https://www.desmos.com/calculator/faeefi6w1u
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// for a plot of the effect.
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unsigned char angle_offset;
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};
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2022-03-18 19:12:35 +00:00
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enum explosion_type_t {
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2020-04-08 17:59:53 +00:00
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ET_NONE = -1,
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2022-03-18 19:12:35 +00:00
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ET_CIRCLE = 0,
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2020-04-08 17:59:53 +00:00
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ET_NW_SE = 1,
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ET_SW_NE = 2,
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ET_HORIZONTAL = 3,
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ET_VERTICAL = 4,
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2022-03-18 19:12:35 +00:00
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_explosion_type_t_FORCE_INT16 = 0x7FFF
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2020-04-08 17:59:53 +00:00
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};
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extern explosion_t explosions_small[EXPLOSION_SMALL_COUNT];
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extern explosion_t explosions_big;
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2022-03-18 19:12:35 +00:00
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void pascal near boss_explode_small(explosion_type_t type);
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#if (GAME == 5)
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void near boss_explode_big_circle(void);
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// Wrapper for easy compatibility with TH04 code.
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inline void boss_explode_big(explosion_type_t type) {
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boss_explode_big_circle();
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}
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#else
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void pascal near boss_explode_big(explosion_type_t type);
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2020-04-08 17:59:53 +00:00
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#endif
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2022-03-18 19:12:35 +00:00
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void near explosions_small_update_and_render(void);
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void near explosions_big_update_and_render(void);
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2020-04-08 17:59:53 +00:00
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2022-03-18 19:12:35 +00:00
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void explosions_small_reset(void);
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2020-04-08 17:59:53 +00:00
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/// ----------
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2020-04-06 17:09:36 +00:00
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void near boss_items_drop();
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2022-03-20 17:03:10 +00:00
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// Shows a small explosion with the given type, clears any bullets if the
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// current phase wasn't timed out, and starts the next one, which will end upon
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// reaching the given amount of HP.
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void pascal near boss_phase_next(
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explosion_type_t explosion_type, int next_end_hp
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2020-04-11 14:33:22 +00:00
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);
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2022-03-25 23:12:43 +00:00
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// Defeat sequence
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// ---------------
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#ifdef OVERLAY_FADE_CELS
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enum boss_defeat_frames_t {
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// Small explosion phase
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BDF_SMALL_1 = 1,
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BDF_SMALL_2 = 16,
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BDF_BIG = 32,
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// Big explosion phase. And yes, the (hardcoded) amount of frames to
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// spend in this one dependes on the (hardcoded) length of the overlay
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// fade animation, which in turn depends on its (hardcoded) amount of
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// gaiji cels.
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BDF_DIALOG = (GAME == 5),
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BDF_FADEOUT = 416,
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BDF_NEXT_STAGE = (BDF_FADEOUT + OVERLAY_FADE_DURATION),
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};
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#endif
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// A dumb helper function…
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#if (GAME == 5)
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inline void boss_phase_explode_big() {
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boss.phase++; // = PHASE_BOSS_EXPLODE_BIG
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}
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#else
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inline void boss_phase_explode_big() {
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boss.phase = PHASE_EXPLODE_BIG;
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}
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#endif
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// …to abstract away the TH04/TH05 difference in *this* dumb helper function.
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#define boss_defeat_explode_big(type, bonus_units) { \
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boss_explode_big(type); \
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boss_phase_explode_big(); \
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bullet_zap.active = boss.mode_change; \
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if(boss.mode_change) { \
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boss_score_bonus(bonus_units); \
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} \
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boss.sprite = PAT_ENEMY_KILL; \
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boss.phase_frame = 0; \
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}
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2022-03-21 01:03:46 +00:00
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// Runs a frame of the boss defeat sequence. TH04's version also:
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// • initializes Gengetsu at the end of the last defeat phase during the first
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// time it's shown on the Extra stage,
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2022-03-25 23:12:43 +00:00
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// • and takes ownership of [boss.phase_frame], incrementing it on every call.
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#if (GAME == 5)
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void pascal near boss_defeat_update(unsigned int bonus_units);
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#else
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void near boss_defeat_update(void);
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#endif
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// ---------------
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