mirror of https://github.com/nmlgc/ReC98.git
116 lines
3.6 KiB
C++
116 lines
3.6 KiB
C++
/// Generic state variables
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/// -----------------------
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/// Really just freely usable memory shared between all bosses.
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extern int boss_hp;
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extern int boss_phase_frame;
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extern int8_t boss_phase;
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/// -----------------------
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// No-op function for callbacks.
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void pascal boss_nop(void);
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static const int BOSS_HIT_INVINCIBILITY_FRAMES = 40;
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// Processes collisions between the Orb and a boss, and the resulting
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// invincibility of the latter… yeah, that's about the best summary for this
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// function that does way too many things on the one hand, yet still leaves the
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// caller to do way too much itself:
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//
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// • If a player shot hitbox is given, it also handles collisions between
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// player shots, regardless of invincibility. At the right and bottom edges,
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// the coordinates of that hitbox correspond to the top-left edge of the shot
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// sprite; use the shot_hitbox_t() macro to express their width and height in
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// a more visually correct way.
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//
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// • The hit testing against the Orb must be done before, with the result
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// being passed in [colliding_with_orb]. That parameter is what mainly
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// triggers the collision response of adding the [hit_score], decrementing
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// [hp], bouncing off the Orb in the opposite direction, calling
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// [hit_callback], and rendering the invincibility flashing effect.
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//
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// • The caller is still responsible to increment [invincibility_frame]. This
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// function only reads from it or resets it to 0 once it reaches
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// BOSS_HIT_INVINCIBILITY_FRAMES.
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//
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// • [is_invincible] is always updated from this function, though.
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//
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// • Therefore, it only indirectly returns whether the boss was hit this
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// frame, via ([is_invincible] == true) && ([invincibility_frame] == 0).
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// (That fact makes [is_invincible] not quite as redundant as it might seem.)
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//
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// • Once [invincibility_frame] reaches BOSS_HIT_INVINCIBILITY_FRAMES, this
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// function resets the hardware palette to the [boss_palette] to end the
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// flash effect, as you would expect. However, this final reset actually
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// happens *regardless* of whether [is_invincible] is `true`, which can
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// definitely be classified as a bug. Refer to the bug explanation in the
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// function definition for more detail.
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void boss_hit_update_and_render(
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int &invincibility_frame,
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bool16 &is_invincible,
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int &hp,
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const vc_t invincibility_flash_colors[],
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unsigned char invincibility_flash_colors_count,
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int hit_score,
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farfunc_t_far hit_callback,
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bool colliding_with_orb,
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screen_x_t shot_hitbox_left = 0,
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screen_y_t shot_hitbox_top = 0,
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pixel_t shot_hitbox_w_minus_shot_w = 0,
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pixel_t shot_hitbox_h_minus_shot_h = 0
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);
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// Individual bosses
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// -----------------
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enum boss_id_t {
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BID_NONE,
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BID_SINGYOKU,
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BID_YUUGENMAGAN,
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BID_MIMA,
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BID_KIKURI,
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BID_ELIS,
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BID_SARIEL,
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BID_KONNGARA,
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_boss_id_t_FORCE_INT16 = 0x7FFF
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};
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static const pixel_t SINGYOKU_W = 96;
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// Actually required publicly, as singyoku_defeat_animate_and_select_route()
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// is part of the regular boss defeat translation unit.
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static const pixel_t SINGYOKU_H = 96;
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void singyoku_load(void);
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void singyoku_main(void);
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void singyoku_free(void);
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// Makai
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void yuugenmagan_load(void);
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void yuugenmagan_main(void);
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void yuugenmagan_free(void);
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void elis_load(void);
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void elis_main(void);
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void elis_free(void);
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void sariel_entrance(int8_t unused);
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void sariel_load_and_init(void);
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void sariel_main(void);
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void sariel_free(void);
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// Jigoku
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void mima_load(void);
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void mima_main(void);
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void mima_free(void);
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void kikuri_load(void);
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void kikuri_main(void);
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void kikuri_free(void);
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void konngara_load_and_entrance(int8_t unused);
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void konngara_init(void);
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void konngara_main(void);
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void konngara_free(void);
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// -----------------
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