ReC98/th02/main/item/item.cpp

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#pragma option -zPmain_01 -G
#include "platform.h"
#include "pc98.h"
#include "master.hpp"
#include "th01/rank.h"
#include "th01/math/subpixel.hpp"
#include "th02/core/globals.hpp"
#include "th02/hardware/pages.hpp"
#include "th02/main/entity.hpp"
#include "th02/main/playfld.hpp"
#include "th02/main/score.hpp"
#include "th02/main/scroll.hpp"
#include "th02/main/item/item.hpp"
#include "th02/main/player/player.hpp"
#include "th02/main/pointnum/pointnum.hpp"
#include "th02/sprites/main_pat.h"
// Constants
// ---------
static const pixel_t ITEM_W = 16;
static const pixel_t ITEM_H = 16;
extern const main_patnum_t ITEM_PATNUM[IT_COUNT];
// ---------
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 drop_cycle item_drop_cycle
#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 int32_t item_score_this_frame;
// -----
// Returns `true` if the player collided with and collected the item.
bool16 pascal near item_hittest_y(item_t near& item)
;
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();
}