ReC98/th05/player/shot.hpp

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#include "th04/player/shot.hpp"
// Shot types
#define ST_NORMAL 0
#define ST_HOMING 1
#define ST_MISSILE_LEFT 2
#define ST_MISSILE_RIGHT 3
#define ST_MISSILE_STRAIGHT 4
// Shot cycle bitflags
#define SC_1X 0x8 // Triggered 1× per cycle
#define SC_2X 0x2 // Triggered 2× per cycle
#define SC_3X 0x1 // Triggered 3× per cycle
#define SC_6X 0x4 // Triggered 6× per cycle
// Returns the current shot cycle, and prepares everything for more shots
// being added.
char pascal near shot_cycle_init(void);
// Common per-iteration data for shot type control functions.
// (Yeah, code generation mandated additions to [i] to be wrapped into
// functions, so why not bundle all of the rather intricate shot handling
// stuff as well.)
struct ShotAddIterator {
unsigned char angle;
unsigned char i;
ShotAddIterator(unsigned char count)
: i(count) {
}
void add_secondary(unsigned char n) {
i += n;
}
unsigned char next(void) {
return i -= 1;
}
};
// Requires [cycle] to be defined in some way. (It's _AL in the original game,
// and I didn't want to pollute the namespace)
#define SHOT_FUNC_INIT(count, primary_cycle, secondary_cycle, secondary_offset_expr) \
shot_t near *shot; \
ShotAddIterator sai(count); \
\
cycle = shot_cycle_init(); \
if((cycle & (primary_cycle | secondary_cycle)) == 0) { \
return; \
} \
if(cycle & secondary_cycle) { \
sai.secondary_offset_expr; \
}
// -----
// We *really* want to fit those on a line...
#define OPT_L shot->from_option_l()
#define OPT_R shot->from_option_r()
#define MISSILE_L shot->type = ST_MISSILE_LEFT
#define MISSILE_R shot->type = ST_MISSILE_RIGHT
#define MISSILE_S shot->type = ST_MISSILE_STRAIGHT
#define VELOCITY_X(screen_x) shot->pos.velocity.x = screen_x;
#define VELOCITY_Y(screen_y) shot->pos.velocity.y = screen_y;
#define VELOCITY_XY(screen_x, screen_y) \
VELOCITY_X(screen_x); \
VELOCITY_Y(screen_y);
#define VELOCITY_YX(screen_y, screen_x) \
VELOCITY_Y(screen_y); \
VELOCITY_X(screen_x);