ReC98/th04/main/bullet/add.cpp

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#include "th04/main/playperf.hpp"
#include "th04/main/bullet/bullet.hpp"
void pascal near bullets_add_regular_raw(void);
void pascal near bullets_add_special_raw(void);
/// Per-spawn state
/// ---------------
/// Has no reason to be global.
extern bool group_fixedspeed;
/// ---------------
#define tmpl bullet_template
void near tune_for_easy(void)
{
switch(tmpl.group) {
case BG_STACK:
case BG_STACK_AIMED:
tmpl.delta.stack_speed -= (tmpl.delta.stack_speed / 4);
if(tmpl.count >= 2) {
tmpl.count--;
}
break;
case BG_SPREAD:
case BG_SPREAD_AIMED:
if(tmpl.count >= 3) {
tmpl.count -= 2;
}
break;
case BG_RANDOM_ANGLE:
case BG_RING:
case BG_RING_AIMED:
tmpl.count /= 2;
break;
}
}
void near tune_for_hard(void)
{
switch(tmpl.group) {
case BG_SINGLE_AIMED:
tmpl.group = BG_STACK_AIMED;
tmpl.count = 2;
tmpl.delta.stack_speed = to_sp(0.375f);
break;
case BG_SINGLE:
tmpl.group = BG_STACK;
tmpl.count = 2;
tmpl.delta.stack_speed = to_sp(0.375f);
break;
case BG_STACK:
case BG_STACK_AIMED:
tmpl.delta.stack_speed += (tmpl.delta.stack_speed / 2);
break;
case BG_SPREAD:
case BG_SPREAD_AIMED:
tmpl.count += 2;
break;
case BG_RING:
case BG_RING_AIMED:
tmpl.count *= 3;
tmpl.count /= 2;
if(tmpl.count > 48) {
tmpl.count = 48;
}
break;
case BG_RANDOM_ANGLE:
case BG_RANDOM_ANGLE_AND_SPEED:
tmpl.count += (tmpl.count / 2);
break;
}
}
void near tune_for_lunatic(void)
{
switch(tmpl.group) {
case BG_SINGLE_AIMED:
tmpl.group = BG_SPREAD_AIMED;
tmpl.count = 3;
tmpl.delta.spread_angle = +0x06;
break;
case BG_SINGLE:
tmpl.group = BG_SPREAD;
tmpl.count = 3;
tmpl.delta.spread_angle = +0x06;
break;
case BG_STACK:
case BG_STACK_AIMED:
tmpl.delta.stack_speed += (tmpl.delta.stack_speed / 2);
tmpl.count++;
break;
case BG_SPREAD:
case BG_SPREAD_AIMED:
tmpl.count += 4;
break;
case BG_RING:
case BG_RING_AIMED:
tmpl.count *= 2;
if(tmpl.count > 48) {
tmpl.count = 48;
}
break;
case BG_RANDOM_ANGLE:
case BG_RANDOM_ANGLE_AND_SPEED:
tmpl.count *= 2;
break;
}
}
void near tune_for_playperf(void)
{
switch(tmpl.group) {
case BG_STACK:
case BG_STACK_AIMED:
if(playperf >= 24) {
tmpl.count++;
} else if((playperf <= 6) && (tmpl.count >= 2)) {
tmpl.count--;
}
break;
case BG_SPREAD:
case BG_SPREAD_AIMED:
if(playperf >= 24) {
tmpl.count += 2;
} else if((playperf <= 6) && (tmpl.count >= 3)) {
tmpl.count -= 2;
}
break;
case BG_RING:
case BG_RING_AIMED:
if(playperf >= 24) {
tmpl.count += 4;
} else if(playperf >= 20) {
tmpl.count += 2;
} else if(tmpl.count >= 5) {
if(playperf <= 10) {
tmpl.count -= 2;
}
if(playperf <= 4) {
tmpl.count -= 4;
}
}
break;
}
}
#undef tmpl
void pascal near bullet_template_tune_easy(void)
{
tune_for_playperf();
tune_for_easy();
}
void pascal near bullet_template_tune_normal(void)
{
tune_for_playperf();
}
void pascal near bullet_template_tune_hard(void)
{
tune_for_playperf();
tune_for_hard();
}
void pascal near bullet_template_tune_lunatic(void)
{
tune_for_playperf();
tune_for_lunatic();
}
void pascal near bullets_add_regular_easy(void)
{
unsigned char speed;
unsigned char count;
if(bullet_zap.active) {
return;
}
count = bullet_template.count;
speed = bullet_template.speed.v;
bullets_add_regular_raw();
bullet_template.count = count;
bullet_template.speed.v = speed;
}
inline void keep_speed_from_being_mutated_when_calling(nearfunc_t_near func) {
unsigned char speed = bullet_template.speed.v;
func();
bullet_template.speed.v = speed;
}
void pascal near bullets_add_regular_normal(void)
{
if(bullet_zap.active) {
return;
}
keep_speed_from_being_mutated_when_calling(bullets_add_regular_raw);
}
void pascal near bullets_add_regular_hard_lunatic(void)
{
if(bullet_zap.active) {
return;
}
keep_speed_from_being_mutated_when_calling(bullets_add_regular_raw);
}
void pascal near bullets_add_special_easy(void)
{
if(bullet_zap.active) {
return;
}
keep_speed_from_being_mutated_when_calling(bullets_add_special_raw);
}
void pascal near bullets_add_special_normal(void)
{
if(bullet_zap.active) {
return;
}
keep_speed_from_being_mutated_when_calling(bullets_add_special_raw);
}
void pascal near bullets_add_special_hard_lunatic(void)
{
if(bullet_zap.active) {
return;
}
keep_speed_from_being_mutated_when_calling(bullets_add_special_raw);
}
void near bullets_add_regular_fixedspeed(void)
{
group_fixedspeed = true;
bullets_add_regular();
group_fixedspeed = false;
}
void near bullets_add_special_fixedspeed(void)
{
group_fixedspeed = true;
bullets_add_special();
group_fixedspeed = false;
}