5 enums where code generation wants an `int`, vs. 11 cases where using
the minimum size is exactly the right default. So it's way more
idiomatic to force those 5 to 16 bits via a dummy element… except that
we can't give it a single, consistent name, because you can't redeclare
the same element in a different enum later.
Oh well, let's have this ugly naming convention instead, which makes it
totally clear that the force element not, in fact, a valid value of
that enum.
Part of P0085, funded by -Tom-.
… which allows a split into first rendering the top part of every
pellet, then the bottom part. This way, the game only needs two
grcg_setcolor() calls for any number of pellets.
Part of P0085, funded by -Tom-.
Well… how else to call a variable that handles
• pellet vs. 16×16 sprite (TH04),
• the delay cloud flags from bullet_spawn_state_t, but with different
values (which is restricted to 16×16 sprites in TH04),
• optionally showing the gather animation before spawning the bullet
… whether the bullet uses the basic slowdown motion (TH05),
(which is restricted to pellets in TH04),
• and defining what happens *after* the gather animation – not actually
spawning any bullets (TH04), or using the special motion type from
the bullet template (TH05)
🤯
Completes P0075, funded by Myles and -Tom-.
Turns out that angles are more clearly expressed in hex after all. And
if we use negative values for everything greater than 80h, we still
remove those from the PI calculation.
*Really* not sure about using that delta union in the TH04 one though.
Might be saner to just hide the complexity of the technically two
separate types after all… Let's see.
Part of P0075, funded by Myles and -Tom-.
uth05win TL note: "n-way all-around" means "ring"… yep, let's better
improve on the naming here, once again using established terminology
from Sparen's Danmaku Design Guide at
https://sparen.github.io/ph3tutorials/ddsga3.html
Since TH04 only supports rings *or* spreads *or* stacks, overloading
[delta] to store both spread angle and stack speed, that enum does
serve kind of a purpose in TH04. Unlike TH05, where it could be vastly
simplified to a bitfield with 4 flags: aim to player, randomize angle,
randomize speed, force single. Which could then actually create *more*
types of patterns than these uselessly defined 14 distinct types, all
of which can already be derived from the other values of the upcoming
template structure:
• Set [stack] to 1 if you don't want a stack
• Set [spread] to 1 if you don't want a spread
• Set [spread_delta_angle] to 0 to turn a N-way spread into a ring
Easy.
Part of P0075, funded by Myles and -Tom-.
And since everyone always cares about caps:
• TH04: 240 for the white 8×8 pellets, 220 for 16×16 sprites
• TH05: 180 for the white 8×8 pallets, 240 for 16×16 sprites
Completes P0072, funded by [Anonymous] and -Tom-.