2024-04-18 16:11:25 +00:00
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#include "th03/main/playfld.hpp"
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2024-04-19 17:59:04 +00:00
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screen_x_t pascal playfield_fg_x_to_screen(playfield_subpixel_t x, pid2 pid)
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{
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// ZUN bloat: (PLAYFIELD_LEFT +
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// (pid * PLAYFIELD_W_BORDERED) + TO_PIXEL(x) + playfield_fg_shift_x[pid]
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// ). It's that simple and wouldn't even have required branching. Maybe put
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// the left coordinate of both playfields into an array if you really don't
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// like that multiplication.
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#define ret static_cast<screen_x_t>(_AX)
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#define offset _BX
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ret = x;
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offset = pid;
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ret = TO_PIXEL(ret);
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if(offset) {
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ret += PLAYFIELD_W_BORDERED;
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offset = sizeof(playfield_fg_shift_x[0]);
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}
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ret += *reinterpret_cast<screen_x_t *>(
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reinterpret_cast<uint8_t *>(playfield_fg_shift_x) + offset
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);
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ret += PLAYFIELD_LEFT;
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return ret;
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#undef offset
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#undef ret
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}
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#pragma codestring "\x90"
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2024-04-18 17:18:00 +00:00
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playfield_subpixel_t pascal screen_x_to_playfield(screen_x_t x, pid2 pid)
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{
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_BX = _SP; // ZUN bloat: Has no effect.
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// ZUN bloat: Abuses the assertion.
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screen_x_t playfield_left = pid;
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static_assert(PLAYFIELD1_CLIP_LEFT == 0);
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if(static_cast<int8_t>(playfield_left)) { // ZUN bloat: Needless 8-bit cast
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playfield_left = PLAYFIELD_W_BORDERED;
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}
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return TO_SP(((x - playfield_left) - PLAYFIELD_BORDER));
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}
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2024-04-18 16:11:25 +00:00
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bool pascal playfield_clip(
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PlayfieldSubpixel center_x, PlayfieldSubpixel center_y
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)
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{
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// ZUN bloat: Needlessly micro-optimized.
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_AX = false;
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playfield_subpixel_t y;
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playfield_subpixel_t x = center_x;
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y = center_y;
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_BX = playfield_clip_negative_radius.x;
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if(x <= static_cast<playfield_subpixel_t>(_BX)) {
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goto outside;
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}
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asm { neg bx };
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_BX += to_sp(PLAYFIELD_W);
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if(x >= static_cast<playfield_subpixel_t>(_BX)) {
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goto outside;
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}
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_BX = playfield_clip_negative_radius.y;
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if(y <= static_cast<playfield_subpixel_t>(_BX)) {
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goto outside;
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}
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asm { neg bx };
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_BX += to_sp(PLAYFIELD_H);
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if(y < static_cast<playfield_subpixel_t>(_BX)) {
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goto inside;
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}
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outside:
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_AL = true;
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inside:
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return _AX;
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}
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#pragma codestring "\x90"
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