/* ReC98 * ----- * Types shared between TH04 and TH05 */ #define DEFCONV pascal /// Math /// ---- typedef int subpixel_t; inline subpixel_t to_sp(float screen_v) { return static_cast(screen_v * 16.0f); } class Subpixel { public: // Code generation will require direct access to v, if performing // arithmetic with a local variable... subpixel_t v; void operator +=(float screen_v) { this->v += to_sp(screen_v); } void operator -=(float screen_v) { this->v -= to_sp(screen_v); } void operator =(float screen_v) { v = to_sp(screen_v); } }; struct SPPoint { Subpixel x, y; void set(float screen_x, float screen_y) { x = screen_x; y = screen_y; } }; typedef struct { SPPoint cur; SPPoint prev; SPPoint velocity; void init(float screen_x, float screen_y) { cur.x = screen_x; prev.x = screen_x; cur.y = screen_y; prev.y = screen_y; } } motion_t; // Vectors // ------- int pascal near vector2_near(Point near *ret, unsigned char angle, int r); // ------- #include "th03/math/randring.h" inline char randring_angle(char random_range, char offset) { return randring1_next16_and(random_range) + offset; } /// ---- /// Rank /// ---- int pascal far select_for_rank( int for_easy, int for_normal, int for_hard, int for_lunatic ); /// ---- /// Formats /// ------- #include "th03/formats/cdg.h" #include "th04/formats/bb.h" /// ------- /// Sound /// ----- #include "th02/snd/snd.h" /// ----- /// Player /// ------ #include "th04/player/player.h" // Shots // ----- // Sets [velocity] to a vector with the given [angle] and a 12-pixel length. // // TH05 also insists on setting shot_t::angle via a ridiculous out-of-bounds // access, and therefore *must* be called with [velocity] pointing inside a // shot_t structure! SPPoint pascal near shot_velocity_set( SPPoint near* velocity, unsigned char angle ); struct shot_t { char flag; char age; motion_t pos; // The displayed sprite changes between this one and // [patnum_base + 1] every two frames. #if GAME == 5 char patnum_base; char type; #else int patnum_base; #endif char damage; char angle; // Unused in TH04 void from_option_l(float offset = 0.0f) { this->pos.cur.x -= PLAYER_OPTION_DISTANCE + offset; } void from_option_r(float offset = 0.0f) { this->pos.cur.x += PLAYER_OPTION_DISTANCE + offset; } void set_option_sprite() { this->patnum_base = 22; } void set_option_sprite_and_damage(char damage) { set_option_sprite(); this->damage = damage; } void set_random_angle_forwards(char random_range = 15, char offset = 184) { shot_velocity_set( (SPPoint near*)&this->pos.velocity, randring_angle(random_range, offset) ); } }; // Searches and returns the next free shot slot, or NULL if there are no more // free ones. shot_t near* pascal near shots_add(void); // ----- /// ------ /// Stages /// ------ extern nearfunc_t_near stage_invalidate; extern nearfunc_t_near stage_render; /// ------ /// Midbosses /// --------- typedef struct { motion_t pos; unsigned int frames_until; int hp; unsigned char sprite; unsigned char phase; int phase_frame; // Treated as a bool in TH04 unsigned char damage_this_frame; unsigned char angle; } midboss_stuff_t; extern midboss_stuff_t midboss; // Callbacks extern farfunc_t_near midboss_update_func; extern nearfunc_t_near midboss_render_func; #define MIDBOSS_DEC(stage) \ void pascal far midboss##stage##_update(void); \ void pascal near midboss##stage##_render(void); /// --------- // Bosses // ------ typedef struct { motion_t pos; int hp; unsigned char sprite; unsigned char phase; int phase_frame; unsigned char damage_this_frame; unsigned char mode; // Used for both movement and bullet angles. unsigned char angle; unsigned char mode_change; int phase_end_hp; } boss_stuff_t; extern boss_stuff_t boss; extern SPPoint boss_hitbox_radius; // Callbacks extern farfunc_t_near boss_update; extern nearfunc_t_near boss_fg_render; extern farfunc_t_near boss_update_func; extern nearfunc_t_near boss_backdrop_colorfill; extern nearfunc_t_near boss_bg_render_func; extern nearfunc_t_near boss_fg_render_func; #define BOSS_DEC(name) \ void pascal far name##_update(void); \ void pascal near name##_bg_render(void); \ void pascal near name##_fg_render(void); // Explosions void pascal far explosions_small_reset(void); // ------ /// Score /// ----- #define score_delta SCORE_DELTA extern unsigned long score_delta; void pascal near score_update_and_render(void); // Adds the entire score delta at once to the current score. void pascal score_delta_commit(void); /// -----