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