[Maintenance] [th05] Bosses: Start a new header for implementation macros

Part of P0189, funded by Arandui and Lmocinemod.
This commit is contained in:
nmlgc 2022-04-03 23:25:43 +02:00
parent 3836a8d262
commit 71b6e66fec
4 changed files with 65 additions and 60 deletions

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@ -13,6 +13,7 @@
#include "th05/sprites/main_pat.h"
#include "th04/main/playfld.hpp"
#include "th05/main/boss/boss.hpp"
#include "th05/main/boss/impl.hpp"
#define mai boss
#define yuki boss2

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@ -36,66 +36,6 @@ static const int BOSS_FLYSTEP_RANDOM_FRAMES = 28;
// function returns true.
bool pascal near boss_flystep_random(int frame);
#define flystep_random_for( \
boss, \
next_y_direction, \
speed, \
frames, \
clamp_left, \
clamp_right, \
clamp_top, \
clamp_bottom, \
sprite_left, \
sprite_right, \
sprite_still, \
frame \
) \
if(frame == 0) { \
if(boss.pos.cur.x.v < BOSS_FLYSTEP_RANDOM_FIELD_LEFT) { \
boss.angle = (randring2_next16_mod(0x60) - 0x30); \
} else if(boss.pos.cur.x.v > BOSS_FLYSTEP_RANDOM_FIELD_RIGHT) { \
boss.angle = (randring2_next16_and(0x60) + 0x30); \
} else { \
boss.angle = randring2_next16(); \
} \
if( \
(next_y_direction == Y_UP ) && (boss.angle < 0x80) || \
(next_y_direction == Y_DOWN) && (boss.angle >= 0x80) \
) { \
boss.angle = -boss.angle; \
} \
next_y_direction = Y_ANY; \
} \
if(frame >= 0) { \
vector2_near( \
boss.pos.velocity, boss.angle, (to_sp(speed) - (frame * 2)) \
); \
boss.pos.cur.x.v += boss.pos.velocity.x.v; \
boss.pos.cur.y.v += boss.pos.velocity.y.v; \
if(boss.pos.velocity.x.v < 0) { \
boss.sprite = sprite_left; \
} else { \
boss.sprite = sprite_right; \
} \
if(boss.pos.cur.y.v < clamp_top) { \
boss.pos.cur.y.v = clamp_top; \
next_y_direction = Y_DOWN; \
} else if(boss.pos.cur.y.v > clamp_bottom) { \
boss.pos.cur.y.v = clamp_bottom; \
next_y_direction = Y_UP; \
} \
if(boss.pos.cur.x.v < clamp_left) { \
boss.pos.cur.x.v = clamp_left; \
} else if(boss.pos.cur.x.v > clamp_right) { \
boss.pos.cur.x.v = clamp_right; \
} \
if(frame >= frames) { \
boss.sprite = sprite_still; \
return true; \
} \
} \
return false;
// Steps the [boss] from its current position towards the target point, moving
// it by a hardcoded fraction of the distance. Returns true once the [boss]
// has reached the target point.

62
th05/main/boss/impl.hpp Normal file
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@ -0,0 +1,62 @@
// Shared boss implementation macros.
#define flystep_random_for( \
boss, \
next_y_direction, \
speed, \
frames, \
clamp_left, \
clamp_right, \
clamp_top, \
clamp_bottom, \
sprite_left, \
sprite_right, \
sprite_still, \
frame \
) { \
if(frame == 0) { \
if(boss.pos.cur.x.v < BOSS_FLYSTEP_RANDOM_FIELD_LEFT) { \
boss.angle = (randring2_next16_mod(0x60) - 0x30); \
} else if(boss.pos.cur.x.v > BOSS_FLYSTEP_RANDOM_FIELD_RIGHT) { \
boss.angle = (randring2_next16_and(0x60) + 0x30); \
} else { \
boss.angle = randring2_next16(); \
} \
if( \
(next_y_direction == Y_UP ) && (boss.angle < 0x80) || \
(next_y_direction == Y_DOWN) && (boss.angle >= 0x80) \
) { \
boss.angle = -boss.angle; \
} \
next_y_direction = Y_ANY; \
} \
if(frame >= 0) { \
vector2_near( \
boss.pos.velocity, boss.angle, (to_sp(speed) - (frame * 2)) \
); \
boss.pos.cur.x.v += boss.pos.velocity.x.v; \
boss.pos.cur.y.v += boss.pos.velocity.y.v; \
if(boss.pos.velocity.x.v < 0) { \
boss.sprite = sprite_left; \
} else { \
boss.sprite = sprite_right; \
} \
if(boss.pos.cur.y.v < clamp_top) { \
boss.pos.cur.y.v = clamp_top; \
next_y_direction = Y_DOWN; \
} else if(boss.pos.cur.y.v > clamp_bottom) { \
boss.pos.cur.y.v = clamp_bottom; \
next_y_direction = Y_UP; \
} \
if(boss.pos.cur.x.v < clamp_left) { \
boss.pos.cur.x.v = clamp_left; \
} else if(boss.pos.cur.x.v > clamp_right) { \
boss.pos.cur.x.v = clamp_right; \
} \
if(frame >= frames) { \
boss.sprite = sprite_still; \
return true; \
} \
} \
return false; \
}

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@ -1,3 +1,5 @@
#include "th05/main/boss/impl.hpp"
extern y_direction_t boss_flystep_random_next_y_direction;
bool pascal near boss_flystep_random(int frame)