mirror of https://github.com/nmlgc/ReC98.git
[Maintenance] Make the playfield fraction functions available to ≥TH02
Part of P0146, funded by -Tom- and Ember2528.
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@ -1,20 +1,22 @@
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static const screen_x_t PLAYFIELD_LEFT = 0;
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static const screen_y_t PLAYFIELD_TOP = 64;
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static const screen_x_t PLAYFIELD_RIGHT = RES_X;
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static const screen_y_t PLAYFIELD_BOTTOM = RES_Y;
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#if (GAME == 1)
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static const screen_x_t PLAYFIELD_LEFT = 0;
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static const screen_y_t PLAYFIELD_TOP = 64;
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static const screen_x_t PLAYFIELD_RIGHT = RES_X;
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static const screen_y_t PLAYFIELD_BOTTOM = RES_Y;
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static const pixel_t PLAYFIELD_W = (PLAYFIELD_RIGHT - PLAYFIELD_LEFT);
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static const pixel_t PLAYFIELD_H = (PLAYFIELD_BOTTOM - PLAYFIELD_TOP);
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static const pixel_t PLAYFIELD_W = (PLAYFIELD_RIGHT - PLAYFIELD_LEFT);
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static const pixel_t PLAYFIELD_H = (PLAYFIELD_BOTTOM - PLAYFIELD_TOP);
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static const screen_x_t PLAYFIELD_CENTER_X = (
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((PLAYFIELD_RIGHT - PLAYFIELD_LEFT) / 2) + PLAYFIELD_LEFT
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);
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static const screen_x_t PLAYFIELD_CENTER_X = (
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((PLAYFIELD_RIGHT - PLAYFIELD_LEFT) / 2) + PLAYFIELD_LEFT
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);
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static const screen_y_t PLAYFIELD_CENTER_Y = (
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((PLAYFIELD_BOTTOM - PLAYFIELD_TOP) / 2) + PLAYFIELD_TOP
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);
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static const screen_y_t PLAYFIELD_CENTER_Y = (
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((PLAYFIELD_BOTTOM - PLAYFIELD_TOP) / 2) + PLAYFIELD_TOP
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);
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#endif
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inline pixel_t playfield_fraction_x(float fraction = 1.0f) {
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static inline pixel_t playfield_fraction_x(float fraction = 1.0f) {
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return ((int)(PLAYFIELD_W * fraction));
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}
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@ -6,7 +6,7 @@ extern "C" {
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#include "pc98.h"
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#include "planar.h"
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#include "master.hpp"
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#include "th02/main/playfld.h"
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#include "th02/main/playfld.hpp"
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#include "th02/main/tile.hpp"
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#include "th02/formats/mpn.hpp"
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@ -23,3 +23,5 @@
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// (Future games use a near function.)
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void far playfield_tram_wipe(void);
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#endif
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#include "th01/main/playfld.hpp"
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@ -11,7 +11,7 @@ extern "C" {
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#include "pc98.h"
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#include "planar.h"
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#include "master.hpp"
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#include "th02/main/playfld.h"
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#include "th02/main/playfld.hpp"
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#include "th02/main/tile.hpp"
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#include "th02/formats/mpn.hpp"
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@ -6,7 +6,7 @@ extern "C" {
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#include "pc98.h"
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#include "planar.h"
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#include "master.hpp"
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#include "th04/main/playfld.h"
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#include "th04/main/playfld.hpp"
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#include "th04/main/tile.hpp"
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#include "th04/formats/mpn.hpp"
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@ -7,7 +7,7 @@ extern "C" {
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#include "pc98.h"
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#include "planar.h"
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#include "master.hpp"
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#include "th04/main/playfld.h"
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#include "th04/main/playfld.hpp"
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#include "th04/main/tile.hpp"
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#include "th04/formats/mpn.hpp"
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@ -9,7 +9,7 @@
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#include "th04/hardware/grcg.h"
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#include "th04/math/motion.hpp"
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#include "th04/main/null.hpp"
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#include "th04/main/playfld.h"
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#include "th04/main/playfld.hpp"
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#include "th04/main/tile.hpp"
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#include "th04/main/scroll.hpp"
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#include "th04/main/hud/popup.hpp"
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@ -1,4 +1,4 @@
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#include "th02/main/playfld.h"
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#include "th02/main/playfld.hpp"
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// Fills the playfield area on the text RAM with transparent spaces.
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void near playfield_tram_wipe(void);
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@ -24,7 +24,7 @@
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#include "th04/score.h"
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/// ------
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#include "th04/main/playfld.h"
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#include "th04/main/playfld.hpp"
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/// Stages
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/// ------
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@ -3,7 +3,6 @@
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* Update code for Part 1 of the Stage 4 boss fight, against both Mai and Yuki
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*/
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#include "th04/main/playfld.h"
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#include "th04/math/vector.hpp"
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#include "th05/sprites/main_pat.h"
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@ -9,7 +9,7 @@
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#include "th01/math/subpixel.hpp"
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#include "th04/math/vector.hpp"
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#include "th04/main/drawp.hpp"
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#include "th04/main/playfld.h"
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#include "th04/main/playfld.hpp"
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/// Structures
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/// ----------
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@ -3,7 +3,7 @@
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#include "th01/math/subpixel.hpp"
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#include "th04/math/vector.hpp"
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#include "th04/math/randring.h"
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#include "th04/main/playfld.h"
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#include "th04/main/playfld.hpp"
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#include "th04/main/frames.h"
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#include "th04/main/circles.hpp"
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#include "th05/sprites/main_pat.h"
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@ -9,7 +9,7 @@ extern "C" {
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#include "ReC98.h"
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#include "th01/math/subpixel.hpp"
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#include "th01/math/area.hpp"
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#include "th04/main/playfld.h"
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#include "th04/main/playfld.hpp"
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#include "th04/math/motion.hpp"
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#include "th05/main/boss/boss.hpp"
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#include "th05/main/boss/bx.cpp"
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