ReC98/th04/shared.hpp

227 lines
4.5 KiB
C++

/* 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<subpixel_t>(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);
/// -----