ReC98/th03/player/player.hpp

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#define PLAYER_COUNT 2
#define HALFHEARTS_MAX 10
#define ROUND_START_INVINCIBILITY_FRAMES 50
#define MISS_INVINCIBILITY_FRAMES 110
#define MISS_DAMAGE_MAX 6
#define KNOCKBACK_FRAMES 64
#define SPELL_AUTOFIRE_FRAMES 128
#define CHARGE_AT_AVAIL_RING_SIZE 64
// Gauge
// -----
#define GAUGE_MAX (0xFF << 4)
typedef uint16_t gauge_t;
typedef uint8_t gauge_perbyte_t;
void pascal near gauge_avail_add(unsigned char pid, unsigned char charge);
// -----
// Charge Shots
// ------------
typedef void (far pascal *near chargeshot_add_func_t)(
Subpixel center_x, Subpixel center_y
);
extern farfunc_t_near chargeshot_update[PLAYER_COUNT];
extern farfunc_t_near chargeshot_render[PLAYER_COUNT];
// ------------
typedef struct {
SPPoint center;
bool is_hit;
uint8_t unused_1;
unsigned char invincibility_time;
char halfhearts;
// (<value from playchars_t> + 1) << 1 | <alternative palette flag>
unsigned char playchar_paletted;
speed_t speed;
shot_mode_t shot_mode;
unsigned char patnum_movement;
unsigned char patnum_glow;
unsigned char knockback_time;
unsigned char move_lock_time;
unsigned char knockback_angle;
unsigned char knockback_length;
bool knockback_active;
bool is_cpu;
unsigned char cpu_dodge_strategy; // unused
unsigned char gauge_charge_speed;
gauge_t gauge_charged;
gauge_t gauge_avail;
unsigned char cpu_charge_at_avail_ring_p;
unsigned char bombs;
// Set to [playchar_paletted] when active, for some reason...
unsigned char hyper_active;
unsigned char lose_anim_time;
input_t human_movement_last;
shot_active_t shot_active;
unsigned char spell_ready_frames;
// A CPU player will charge up a gauge attack once ([gauge_avail] >> 4)
// has reached the (random) value at [cpu_charge_at_avail_ring_p].
gauge_perbyte_t cpu_charge_at_avail_ring[CHARGE_AT_AVAIL_RING_SIZE];
nearfunc_t_near hyper; // Either hyper_standby() or [hyper_func].
nearfunc_t_near hyper_func;
chargeshot_add_func_t chargeshot_add;
unsigned char rounds_won;
uint8_t unused_2;
// A CPU player will focus on dodging bullets while [cpu_frame] remains
// smaller than this value.
unsigned int cpu_safety_frames;
unsigned int combo_bonus_max;
unsigned char combo_hits_max;
unsigned char miss_damage_next;
unsigned int cpu_frame;
unsigned char gauge_attacks_fired;
unsigned char boss_attacks_fired;
unsigned char boss_attacks_reversed;
unsigned char boss_panics_fired;
uint8_t padding[6];
} player_t;
extern unsigned char pid_current;
extern unsigned char pid_other;