ReC98/th03/main/playfld.cpp

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#include "th03/main/playfld.hpp"
screen_x_t pascal playfield_fg_x_to_screen(playfield_subpixel_t x, pid2 pid)
{
// ZUN bloat: (PLAYFIELD_LEFT +
// (pid * PLAYFIELD_W_BORDERED) + TO_PIXEL(x) + playfield_fg_shift_x[pid]
// ). It's that simple and wouldn't even have required branching. Maybe put
// the left coordinate of both playfields into an array if you really don't
// like that multiplication.
#define ret static_cast<screen_x_t>(_AX)
#define offset _BX
ret = x;
offset = pid;
ret = TO_PIXEL(ret);
if(offset) {
ret += PLAYFIELD_W_BORDERED;
offset = sizeof(playfield_fg_shift_x[0]);
}
ret += *reinterpret_cast<screen_x_t *>(
reinterpret_cast<uint8_t *>(playfield_fg_shift_x) + offset
);
ret += PLAYFIELD_LEFT;
return ret;
#undef offset
#undef ret
}
#pragma codestring "\x90"
playfield_subpixel_t pascal screen_x_to_playfield(screen_x_t x, pid2 pid)
{
_BX = _SP; // ZUN bloat: Has no effect.
// ZUN bloat: Abuses the assertion.
screen_x_t playfield_left = pid;
static_assert(PLAYFIELD1_CLIP_LEFT == 0);
if(static_cast<int8_t>(playfield_left)) { // ZUN bloat: Needless 8-bit cast
playfield_left = PLAYFIELD_W_BORDERED;
}
return TO_SP(((x - playfield_left) - PLAYFIELD_BORDER));
}
bool pascal playfield_clip(
PlayfieldSubpixel center_x, PlayfieldSubpixel center_y
)
{
// ZUN bloat: Needlessly micro-optimized.
_AX = false;
playfield_subpixel_t y;
playfield_subpixel_t x = center_x;
y = center_y;
_BX = playfield_clip_negative_radius.x;
if(x <= static_cast<playfield_subpixel_t>(_BX)) {
goto outside;
}
asm { neg bx };
_BX += to_sp(PLAYFIELD_W);
if(x >= static_cast<playfield_subpixel_t>(_BX)) {
goto outside;
}
_BX = playfield_clip_negative_radius.y;
if(y <= static_cast<playfield_subpixel_t>(_BX)) {
goto outside;
}
asm { neg bx };
_BX += to_sp(PLAYFIELD_H);
if(y < static_cast<playfield_subpixel_t>(_BX)) {
goto inside;
}
outside:
_AL = true;
inside:
return _AX;
}
#pragma codestring "\x90"