mirror of https://github.com/nmlgc/ReC98.git
236 lines
7.2 KiB
C++
236 lines
7.2 KiB
C++
/// Entities
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/// --------
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// Slot count for unique .BOS files associated with CBossEntity instances.
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// *Not* CBossEntity instances themselves!
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#define BOS_ENTITY_SLOT_COUNT 4
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// An individual entity rendered with sprites from a .BOS file. May or may not
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// be animated, and may or may not have a hitbox for collision with the Orb.
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class CBossEntity {
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public:
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screen_x_t cur_left;
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screen_y_t cur_top;
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screen_x_t prev_left;
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screen_y_t prev_top;
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vram_byte_amount_t vram_w;
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pixel_t h;
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area_t<screen_x_t, screen_y_t> move_clamp; // Relative to VRAM
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area_t<pixel_t, pixel_t> hitbox_orb; // Relative to [cur_left] and [cur_top]
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// Never actually read outside of the functions that set them...
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pixel_t prev_delta_y;
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pixel_t prev_delta_x;
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int bos_image_count;
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int zero_1;
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int bos_image;
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int unknown;
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bool16 hitbox_orb_inactive;
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bool16 loading;
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int move_lock_frame;
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int zero_2;
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char zero_3;
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unsigned char bos_slot;
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// Loads all images from the .BOS file with the given [fn] inside the
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// currently active packfile into the given CBossEntity .BOS [slot], and
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// keeps the .BOS metadata in this CBossEntity instance. Always returns 0.
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void load(const char fn[PF_FN_LEN], int slot) {
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loading = true;
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load_inner(fn, slot);
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loading = false;
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}
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int load_inner(const char fn[PF_FN_LEN], int slot);
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// Copies the .BOS header data of this instance to the given variables. In
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// practice, only used to copy these values from one CBossEntity to
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// another.
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void metadata_get(
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int &image_count,
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unsigned char &slot,
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vram_byte_amount_t &vram_w,
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pixel_t &h
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) const;
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/// Blitting
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/// --------
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// All functions with an [image] parameter use that image from [bos_slot],
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// *not* the [bos_image] of this instance.
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// Like CPlayerAnim, all of these also make an attempt at clipping the
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// sprite at the left and right edges of VRAM. This only really works if
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// [left] is a multiple of 16 and inside the [-RES_X, RES_X[ range,
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// though, and is pretty much broken otherwise.
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// Blits [image] to (⌊left/8⌋*8, top).
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// Additionally clips at the bottom edge of VRAM.
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void put_8(screen_x_t left, vram_y_t top, int image) const;
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// Precisely restores pixels according to the alpha mask of [image] from
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// VRAM page 1, starting at (⌊left/8⌋*8, top).
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// Additionally clips at the top and bottom edges of VRAM.
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void unput_8(screen_x_t left, vram_y_t top, int image) const;
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// Like put_8(), but restores all pixels in the blitted sprite
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// rectangle from VRAM page 1 prior to blitting.
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// Additionally clips at the top and bottom edges of VRAM.
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void unput_and_put_8(screen_x_t left, vram_y_t top, int image) const;
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// Blits line #[row] of [image] to (left, top).
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// Additionally clips at the bottom edge of VRAM.
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void put_1line(screen_x_t left, vram_y_t y, int image, pixel_t row) const;
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// Like put_1line(), but restores all pixels along the line from VRAM page
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// 1 prior to blitting the line.
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void unput_and_put_1line(
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screen_x_t left, vram_y_t y, int image, pixel_t row
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) const;
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// Blits [image] with a wave function applied to the starting X coordinate
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// for each row, based at the given (left, top) point. Used for Elis'
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// entrance animation.
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// Calls put_1line() for each row, and clips the sprite accordingly.
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void wave_put(
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screen_x_t left,
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vram_y_t top,
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int image,
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int len,
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pixel_t amp,
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int phase
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) const;
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// Like wave_put(), but calls unput_and_put_1line() for each line instead.
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// For a sloppy, EGC-accelerated unblitter function, see egc_wave_unput().
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void wave_unput_and_put(
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screen_x_t left,
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vram_y_t top,
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int image,
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int len,
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pixel_t amp,
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int phase
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) const;
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// Tries to unblit the two sprites at (left_1, top) and (left_2, top) that
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// were previously blitted with the given wave function using the EGC, but
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// fails.
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void egc_sloppy_wave_unput_double_broken(
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screen_x_t left_1, vram_y_t top, int unused,
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int len_1, pixel_t amp_1, int phase_1,
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screen_x_t left_2,
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int len_2, pixel_t amp_2, int phase_2
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) const;
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// Blits the 16×8 pixels of [bos_image] in [bos_slot] starting at
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// (bos_left, bos_top), relative to the top-left corner of the sprite, to
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// ((⌊cur_left/8⌋ + bos_left/8⌋) * 8, (cur_top + bos_top))
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// after precisely restoring pixels according to the alpha mask of the
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// pixels to be blitted from VRAM page 1.
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// Additionally clips at the top and bottom edges of VRAM.
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void unput_and_put_16x8_8(pixel_t bos_left, pixel_t bos_top) const;
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// Restores the pixels inside the entire ([vram_w]*8)×[h] rectangle
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// starting at (cur_left, cur_top) from VRAM page 1.
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void sloppy_unput(void) const;
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/// --------
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/// Movement
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/// --------
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protected:
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void move(const pixel_t &delta_x, const pixel_t &delta_y) {
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prev_delta_x = delta_x;
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prev_delta_y = delta_y;
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prev_left = cur_left;
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prev_top = cur_top;
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cur_left += prev_delta_x;
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if(move_clamp.left > cur_left) {
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cur_left = move_clamp.left;
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}
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if(move_clamp.right < cur_left) {
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cur_left = move_clamp.right;
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}
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cur_top += prev_delta_y;
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if(cur_top < move_clamp.top) {
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cur_top = move_clamp.top;
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}
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if(cur_top > move_clamp.bottom) {
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cur_top = move_clamp.bottom;
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}
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}
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public:
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// Sets [cur_left], [cur_top], [unknown], and the [move_clamp] area.
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void pos_set(
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screen_x_t left,
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screen_y_t top,
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int unknown,
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screen_x_t move_clamp_left,
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screen_x_t move_clamp_right,
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screen_y_t move_clamp_top,
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screen_y_t move_clamp_bottom
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);
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// (Just read the actual function code, it's impossible to summarize these
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// without spelling out every single line here.)
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void move_lock_and_put_8(
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int unused, pixel_t delta_x, pixel_t delta_y, int lock_frames
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);
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void move_lock_unput_and_put_8(
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int unused, pixel_t delta_x, pixel_t delta_y, int lock_frames
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);
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/// --------
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/// Collision detection
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/// -------------------
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public:
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// Simply returns whether the orb collided with this entity on the last
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// frame. (TODO: Last frame???)
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bool16 hittest_orb(void) const;
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/// -------------------
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};
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// Frees all images in the given [slot].
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void bos_entity_free(int slot);
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extern CBossEntity boss_entities[5];
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/// --------
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/// Non-entity animations
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/// ---------------------
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// Slot count for unique .BOS files associated with CBossAnim instances.
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// *Not* CBossAnim instances themselves!
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#define BOS_ANIM_SLOT_COUNT 2
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// Stripped-down version of CBossEntity, with just animation support. These
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// only have functions for direct byte-aligned blitting onto page 0, in
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// exchange for the alpha plane being pre-negated at load time? No idea why.
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// That 1-instruction negation is certainly not what makes the original code
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// slow.
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class CBossAnim {
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public:
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screen_x_t left;
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screen_y_t top;
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vram_byte_amount_t vram_w;
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pixel_t h;
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unsigned char bos_image_count;
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unsigned char bos_image;
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unsigned char bos_slot;
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// Loads all images from the .BOS file with the given [fn] inside the
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// currently active packfile into the given CBossAnim .BOS [slot], and
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// keeps the .BOS metadata in this CBossEntity instance. Always returns 0.
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// Identical to CBossEntity::load() with an added alpha negation loop.
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int load(const char fn[PF_FN_LEN], int slot);
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// Blits [bos_image] to (⌊left/8⌋*8, top).
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// Additionally clips at the bottom edge of VRAM.
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void put_8(void) const;
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};
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// Frees all images in the given [slot].
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void bos_anim_free(int slot);
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/// ---------------------
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