/* ReC98 * ----- * Marisa's shot control functions */ #pragma codeseg main_01_TEXT extern "C" { #include "th05/i_shot.hpp" #define cycle _AL #define STAR_DISTANCE (16) #define STAR_OFFSET(count) (8 - ((count / 2) * STAR_DISTANCE)) #define MARISA_STARS(dmg) \ shot->pos.cur.x.v += star_distance; \ shot->damage = dmg; \ VELOCITY_Y(-12); \ star_distance += to_sp(STAR_DISTANCE); void pascal near shot_marisa_l2(void) { #undef STAR_COUNT #define STAR_COUNT 1 SHOT_FUNC_INIT(STAR_COUNT, SC_3X, SC_1X, i += 2); while(( shot = shots_add() ) != NULL) { if(sai.i == STAR_COUNT) { shot->set_random_angle_forwards(); shot->damage = 8; } else { if(sai.i == 3) { OPT_L; MISSILE_L; VELOCITY_X(-1.625f); } else/*i == 2*/ { OPT_R; MISSILE_R; VELOCITY_X( 1.625f); } VELOCITY_Y(2); shot->set_option_sprite_and_damage(16); } if(sai.next() <= 0) { break; } } } void pascal near shot_marisa_l3(void) { #undef STAR_COUNT #define STAR_COUNT 2 SHOT_FUNC_INIT(STAR_COUNT, SC_3X, SC_1X, i += 4); while(( shot = shots_add() ) != NULL) { if(sai.i <= STAR_COUNT) { if(sai.i == STAR_COUNT) { shot->pos.cur.x -= STAR_OFFSET(0); } else /* sai_i == 1 */ { shot->pos.cur.x += STAR_OFFSET(0); } shot->damage = 7; } else { switch(sai.i - 3u) { case 0: OPT_L; MISSILE_L; VELOCITY_XY(-1.375f, 2.25f); break; case 1: OPT_R; MISSILE_R; VELOCITY_XY( 1.375f, 2.25f); break; case 2: OPT_L; MISSILE_S; VELOCITY_Y(-3); break; case 3: OPT_R; MISSILE_S; VELOCITY_Y(-3); break; } shot->set_option_sprite_and_damage(13); } if(sai.next() <= 0) { break; } } } void pascal near shot_marisa_l4(void) { #undef STAR_COUNT #define STAR_COUNT 3 SHOT_FUNC_INIT(STAR_COUNT, SC_3X, SC_1X, i += 6); while(( shot = shots_add() ) != NULL) { if(sai.i <= STAR_COUNT) { if(sai.i == STAR_COUNT) { sai.angle = 180; } shot->damage = 6; sai.angle += 6; shot_velocity_set(&shot->pos.velocity, sai.angle); } else { switch(sai.i - 4u) { case 0: OPT_L; MISSILE_L; VELOCITY_XY(-1.375f, 2.25f); break; case 1: OPT_R; MISSILE_R; VELOCITY_XY( 1.375f, 2.25f); break; case 2: OPT_L; MISSILE_S; VELOCITY_XY(-1, -3); break; case 3: OPT_R; MISSILE_S; VELOCITY_XY( 1, -3); break; case 4: OPT_L; MISSILE_S; VELOCITY_XY(0, -4); break; case 5: OPT_R; MISSILE_S; VELOCITY_XY(0, -4); break; } shot->set_option_sprite_and_damage(12); } if(sai.next() <= 0) { break; } } } void pascal near shot_marisa_l5(void) { #undef STAR_COUNT #define STAR_COUNT 3 SHOT_FUNC_INIT(STAR_COUNT, SC_3X, SC_1X, i += 6); while(( shot = shots_add() ) != NULL) { if(sai.i <= STAR_COUNT) { shot->damage = 6; if(sai.i == STAR_COUNT) { sai.angle = 178; } sai.angle += 7; shot_velocity_set(&shot->pos.velocity, sai.angle); } else { switch(sai.i - 4u) { case 0: OPT_L; MISSILE_L; VELOCITY_XY(-1.375f, 2.25f); break; case 1: OPT_R; MISSILE_R; VELOCITY_XY( 1.375f, 2.25f); break; case 2: OPT_L; MISSILE_S; VELOCITY_XY(-1, -3); break; case 3: OPT_R; MISSILE_S; VELOCITY_XY( 1, -3); break; case 4: OPT_L; MISSILE_S; VELOCITY_XY( 0.5f, -4); break; case 5: OPT_R; MISSILE_S; VELOCITY_XY(-0.5f, -4); break; } shot->set_option_sprite_and_damage(11); } if(sai.next() <= 0) { break; } } } void pascal near shot_marisa_l6(void) { #undef STAR_COUNT #define STAR_COUNT 4 SHOT_FUNC_INIT(STAR_COUNT, SC_3X, SC_1X, i += 8); subpixel_t star_distance = to_sp(STAR_OFFSET(STAR_COUNT)); while(( shot = shots_add() ) != NULL) { if(sai.i <= STAR_COUNT) { MARISA_STARS(5); } else { switch(sai.i - 5u) { case 0: OPT_L; MISSILE_L; VELOCITY_XY(-1.375f, 2.25f); break; case 1: OPT_R; MISSILE_R; VELOCITY_XY( 1.375f, 2.25f); break; case 2: OPT_L; MISSILE_S; VELOCITY_XY(-1, -3); break; case 3: OPT_R; MISSILE_S; VELOCITY_XY( 1, -3); break; case 4: OPT_L; MISSILE_S; VELOCITY_Y(-5); break; case 5: OPT_R; MISSILE_S; VELOCITY_Y(-5); break; case 6: OPT_L; MISSILE_S; VELOCITY_Y(-2); break; case 7: OPT_R; MISSILE_S; VELOCITY_Y(-2); break; } shot->set_option_sprite_and_damage(11); } if(sai.next() <= 0) { break; } } } #define MARISA_L7(star_count, star_damage, missile_count, missile_damage) \ SHOT_FUNC_INIT(star_count, SC_3X, SC_1X, i += missile_count); \ subpixel_t star_distance = to_sp(STAR_OFFSET(star_count)); \ while(( shot = shots_add() ) != NULL) { \ if(sai.i <= star_count) { \ MARISA_STARS(star_damage); \ } else { \ switch(sai.i - 5u) { \ case 0: OPT_L; MISSILE_L; VELOCITY_XY(-1.75f, 2.25f); break; \ case 1: OPT_R; MISSILE_R; VELOCITY_XY( 1.75f, 2.25f); break; \ case 2: OPT_L; MISSILE_R; VELOCITY_XY( 2, 2); break; \ case 3: OPT_R; MISSILE_L; VELOCITY_XY(-2, 2); break; \ case 4: OPT_L; MISSILE_S; VELOCITY_YX( 3, -1); break; \ case 5: OPT_R; MISSILE_S; VELOCITY_YX( 3, 1); break; \ case 6: OPT_L; MISSILE_S; VELOCITY_Y(-5); break; \ case 7: OPT_R; MISSILE_S; VELOCITY_Y(-5); break; \ case 8: OPT_L; MISSILE_S; VELOCITY_Y(-2); break; \ case 9: OPT_R; MISSILE_S; VELOCITY_Y(-2); break; \ } \ shot->set_option_sprite_and_damage(missile_damage); \ } \ if(sai.next() <= 0) { \ break; \ } \ } void pascal near shot_marisa_l7(void) { MARISA_L7(4, 5, 10, 11); } void pascal near shot_marisa_l8(void) { MARISA_L7(4, 4, 10, 10); } void pascal near shot_marisa_l9(void) { #undef STAR_COUNT #define STAR_COUNT 6 SHOT_FUNC_INIT(STAR_COUNT, SC_3X, SC_1X, i += 12); subpixel_t star_distance = to_sp(STAR_OFFSET(STAR_COUNT)); while(( shot = shots_add() ) != NULL) { if(sai.i <= STAR_COUNT) { MARISA_STARS(4); } else { switch(sai.i - 7u) { case 0: OPT_L; MISSILE_L; VELOCITY_XY(-2, 2.25f); break; case 1: OPT_R; MISSILE_R; VELOCITY_XY( 2, 2.25f); break; case 2: OPT_L; MISSILE_R; VELOCITY_XY( 2, 2); break; case 3: OPT_R; MISSILE_L; VELOCITY_XY(-2, 2); break; case 4: OPT_L; MISSILE_S; VELOCITY_Y(3); break; case 5: OPT_R; MISSILE_S; VELOCITY_Y(3); break; case 6: OPT_L; MISSILE_S; VELOCITY_YX( 0, -1); break; case 7: OPT_R; MISSILE_S; VELOCITY_YX( 0, 1); break; case 8: OPT_L; MISSILE_S; VELOCITY_Y(-8); break; case 9: OPT_R; MISSILE_S; VELOCITY_Y(-8); break; case 10: OPT_L; MISSILE_S; VELOCITY_Y(-4); break; case 11: OPT_R; MISSILE_S; VELOCITY_Y(-4); break; case 12: OPT_L; MISSILE_S; VELOCITY_Y(-1); break; case 13: OPT_R; MISSILE_S; VELOCITY_Y(-1); break; } shot->set_option_sprite_and_damage(9); } if(sai.next() <= 0) { break; } } } }