mirror of https://github.com/nmlgc/ReC98.git
94 lines
2.4 KiB
C++
94 lines
2.4 KiB
C++
#define HALFHEARTS_MAX 10
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#define ROUND_START_INVINCIBILITY_FRAMES 50
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#define MISS_INVINCIBILITY_FRAMES 110
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#define MISS_DAMAGE_MAX 6
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#define KNOCKBACK_FRAMES 64
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#define SPELL_AUTOFIRE_FRAMES 128
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#define CHARGE_AT_AVAIL_RING_SIZE 64
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// Gauge
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// -----
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#define GAUGE_MAX (0xFF << 4)
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typedef uint16_t gauge_t;
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typedef uint8_t gauge_perbyte_t;
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void pascal near gauge_avail_add(unsigned char pid, unsigned char charge);
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// -----
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// Charge Shots
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// ------------
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typedef void (far pascal *near chargeshot_add_func_t)(
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Subpixel center_x, Subpixel center_y
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);
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extern farfunc_t_near chargeshot_update[PLAYER_COUNT];
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extern farfunc_t_near chargeshot_render[PLAYER_COUNT];
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// ------------
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typedef struct {
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SPPoint center;
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bool is_hit;
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uint8_t unused_1;
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unsigned char invincibility_time;
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char halfhearts;
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playchar_paletted_t playchar_paletted;
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speed_t speed;
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shot_mode_t shot_mode;
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unsigned char patnum_movement;
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unsigned char patnum_glow;
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unsigned char knockback_time;
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unsigned char move_lock_time;
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unsigned char knockback_angle;
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unsigned char knockback_length;
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bool knockback_active;
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bool is_cpu;
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unsigned char cpu_dodge_strategy; // unused
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unsigned char gauge_charge_speed;
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gauge_t gauge_charged;
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gauge_t gauge_avail;
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unsigned char cpu_charge_at_avail_ring_p;
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unsigned char bombs;
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// Set to [playchar_paletted] when active, for some reason...
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unsigned char hyper_active;
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unsigned char lose_anim_time;
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input_t human_movement_last;
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shot_active_t shot_active;
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unsigned char spell_ready_frames;
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// A CPU player will charge up a gauge attack once ([gauge_avail] >> 4)
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// has reached the (random) value at [cpu_charge_at_avail_ring_p].
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gauge_perbyte_t cpu_charge_at_avail_ring[CHARGE_AT_AVAIL_RING_SIZE];
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nearfunc_t_near hyper; // Either hyper_standby() or [hyper_func].
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nearfunc_t_near hyper_func;
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chargeshot_add_func_t chargeshot_add;
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unsigned char rounds_won;
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uint8_t unused_2;
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// A CPU player will focus on dodging bullets while [cpu_frame] remains
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// smaller than this value.
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unsigned int cpu_safety_frames;
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unsigned int combo_bonus_max;
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unsigned char combo_hits_max;
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unsigned char miss_damage_next;
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unsigned int cpu_frame;
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unsigned char gauge_attacks_fired;
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unsigned char boss_attacks_fired;
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unsigned char boss_attacks_reversed;
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unsigned char boss_panics_fired;
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uint8_t padding[6];
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} player_t;
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extern unsigned char pid_current;
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extern unsigned char pid_other;
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