mirror of https://github.com/nmlgc/ReC98.git
89 lines
3.0 KiB
C++
89 lines
3.0 KiB
C++
static const int SHOT_COUNT = 8;
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static const pixel_t SHOT_W = 16;
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static const pixel_t SHOT_H = 16;
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struct CShots : public EntitiesTopleft<SHOT_COUNT> {
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int unknown[SHOT_COUNT];
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// A shot slot can be considered "alive" if either of these are nonzero.
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bool moving[SHOT_COUNT];
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unsigned char decay_frame[SHOT_COUNT];
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CShots() {
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unknown[0] = 0x50;
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unknown[1] = 0x60;
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unknown[2] = 0x70;
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// ZUN bloat: Why no loop?
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static_assert(SHOT_COUNT == 8);
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moving[0] = false;
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moving[1] = false;
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moving[2] = false;
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moving[3] = false;
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moving[4] = false;
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moving[5] = false;
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moving[6] = false;
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moving[7] = false;
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}
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void add(screen_x_t new_left, screen_y_t new_top);
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void unput_and_reset(void);
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void unput_update_render(void);
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bool16 is_moving(int i) {
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return moving[i];
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}
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// Processes any collision between *the given* shot and the Orb, placed at
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// the given position, and returns true if they did collide.
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bool16 hittest_orb(int i, screen_x_t orb_left, screen_y_t orb_top);
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// Processes any collision between *any* shot and a pellet, placed at the
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// given position, and returns true if they did collide.
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bool16 hittest_pellet(screen_x_t pellet_left, screen_y_t pellet_top);
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// Processes any collision between *any* shot and a boss with the given
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// hitbox, and returns true if they did collide. At the right and bottom
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// edges, the coordinates of the given hitbox correspond to the top-left
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// edge of the shot sprite, so this constellation would still register as
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// a collision:
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//
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// [hitbox_w_minus_shot_w]
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// ┌───────────────────────┐
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// │ │
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// [hitbox_h_minus_shot_h] │ │
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// │ │
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// └───────────────────────┤┐
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// └┘ ← shot sprite
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//
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// Use the shot_hitbox_t() macro to convert a more visual on-screen hitbox
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// to this format.
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bool16 hittest_boss(
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screen_x_t hitbox_left,
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screen_y_t hitbox_top,
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pixel_t hitbox_w_minus_shot_w,
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pixel_t hitbox_h_minus_shot_h
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);
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};
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// Might even be related to pellets, and not to shots.
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extern bool16 unused_boss_stage_flag;
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extern CShots Shots;
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// Converts a visual on-screen hitbox to the shot sprite-excluding format
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// expected by CShots::hittest_boss(). This allows hitboxes to be specified
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// like this instead:
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//
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// [w]
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// ┌───────────────────────┐
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// │ │
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// [h] │ │
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// │ shot sprite → ┌┤
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// └──────────────────────┴┘
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//
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#define shot_hitbox_w(w) ((w) - SHOT_W)
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#define shot_hitbox_h(h) ((h) - SHOT_H)
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#define shot_hitbox_t(left, top, w, h) \
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left, top, shot_hitbox_w(w), shot_hitbox_h(h)
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