ReC98/th04/bullet/bullet.hpp

108 lines
2.5 KiB
C++

/// States and modes
/// ----------------
#pragma option -b-
#define BSS_CLOUD_FRAMES (BULLET_CLOUD_CELS * 4)
#define BMS_DECAY_FRAMES (BULLET_DECAY_CELS * 4)
#define BMS_SLOWDOWN_BASE_SPEED 4.5f
#define BMS_SLOWDOWN_FRAMES 32
enum bullet_spawn_state_t {
/// Hitbox is active
/// ----------------
BSS_GRAZEABLE = 0,
BSS_GRAZED = 1,
BSS_ACTIVE = 2,
/// ----------------
/// Delay "cloud", no hitbox
/// ------------------------
BSS_CLOUD_BACKWARDS = 3,
BSS_CLOUD_FORWARDS = 4,
BSS_CLOUD_END = (BSS_CLOUD_FORWARDS + BSS_CLOUD_FRAMES),
/// ------------------------
};
enum bullet_move_state_t {
/// Hitbox is active
/// ----------------
// Slows down from BMS_SLOWDOWN_BASE_SPEED to [final_speed]
BMS_SLOWDOWN = 0,
// Special processing according to [special_motion]
BMS_SPECIAL = 1,
// No special processing
BMS_NORMAL = 2,
/// ----------------
/// Decay, no hitbox
/// ----------------
BMS_DECAY = 4,
BMS_DECAY_END = (BMS_DECAY + BMS_DECAY_FRAMES),
/// ----------------
};
enum bullet_special_motion_t {
};
#pragma option -b
/// ----------------
struct bullet_t {
char flag;
char age;
motion_t pos;
unsigned char from_pattern; // unused
int8_t unused;
SubpixelLength8 speed_cur;
unsigned char angle;
bullet_spawn_state_t spawn_state;
bullet_move_state_t move_state;
bullet_special_motion_t special_motion;
unsigned char speed_final;
union {
unsigned char slowdown_time; // with BMS_SLOWDOWN
unsigned char turn_count; // with BMS_SPECIAL
} ax;
union {
unsigned char slowdown_speed_delta; // with BMS_SLOWDOWN
unsigned char turn_angle; // with BMS_SPECIAL
} dx;
int patnum;
#if GAME == 5
// Coordinates for BSM_STRAIGHT
SPPoint origin;
int distance;
#endif
};
#define PELLET_W 8
#define PELLET_H 8
#define BULLET16_W 16
#define BULLET16_H 16
#if GAME == 5
# define PELLET_COUNT 180
# define BULLET16_COUNT 220
// Returns the patnum for the directional or vector bullet sprite starting at
// [patnum_base] that shows the given [angle].
int pascal near bullet_patnum_for_angle(int patnum_base, unsigned char angle);
// Updates [bullet]'s patnum based on its current angle.
void pascal near bullet_update_patnum(bullet_t near *bullet);
#else
# define PELLET_COUNT 240
# define BULLET16_COUNT 200
// Returns the offset for a directional bullet sprite that shows the given
// [angle].
int pascal near bullet_patnum_for_angle(unsigned char angle);
#endif
#define BULLET_COUNT (PELLET_COUNT + BULLET16_COUNT)
extern bullet_t bullets[BULLET_COUNT];
#define pellets (&bullets[0])
#define bullets16 (&bullets[PELLET_COUNT])