mirror of https://github.com/nmlgc/ReC98.git
103 lines
2.8 KiB
C++
103 lines
2.8 KiB
C++
#define LASER_DISTANCE_MIN 16.0f
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#define LASER_DISTANCE_MAX 550.0f /* Far away enough? */
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enum laser_flag_t {
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LF_FREE = 0,
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LF_SHOOTOUT = 1,
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LF_FIXED_WAIT_TO_GROW = 2,
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LF_FIXED_GROW = 3,
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// Fixed laser has reached its target width and will now actually kill the
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// player on contact.
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LF_FIXED_ACTIVE = 4,
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LF_FIXED_SHRINK = 5,
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LF_FIXED_SHRINK_AND_WAIT_TO_GROW = 6,
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LF_DECAY = 7,
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};
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struct laser_coords_t {
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PlayfieldPoint origin;
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// Start and end point on the infinite [angle]° line starting at [origin]
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// that make up the actually rendered (and damaging) laser.
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Subpixel starts_at_distance;
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Subpixel ends_at_distance;
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unsigned char angle;
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unsigned char width; // pixel_t
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};
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struct laser_t {
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laser_flag_t flag;
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uint4_t col;
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laser_coords_t coords;
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// Truncated to 8 bits by the spawn function! Should have therefore rather
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// been a SubpixelLength8.
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Subpixel shootout_speed;
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int age;
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union {
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// [age] at which a fixed laser should transition from
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// LF_FIXED_WAIT_TO_GROW to LF_FIXED_GROW.
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int grow;
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// [age] at which a shoot-out laser should stop growing and start
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// moving along the infinite [angle]° line.
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int moveout;
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} active_at_age;
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// [age] at which a fixed laser should transition from LF_FIXED_ACTIVE to
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// LF_FIXED_SHRINK.
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int shrink_at_age;
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// [width] (in pixels) at which a fixed laser should transition from
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// LF_FIXED_GROW to LF_FIXED_ACTIVE.
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uint8_t grow_to_width;
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uint8_t padding[3];
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void fixed_init(const PlayfieldPoint &origin) {
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flag = LF_FIXED_WAIT_TO_GROW;
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coords.origin = origin;
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coords.starts_at_distance.set(LASER_DISTANCE_MIN);
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coords.ends_at_distance.set(LASER_DISTANCE_MAX);
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age = 0;
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}
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};
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#define LASER_COUNT 32
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extern laser_t lasers[LASER_COUNT];
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extern laser_t laser_template;
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/// Control
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/// -------
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/// "Manual" lasers ignore any age fields from the laser template.
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// Spawns a new shoot-out laser based on the [laser_template].
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void near lasers_shootout_add(void);
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// Creates a new fixed laser based on the [laser_template] in the given [slot]
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// if that one is currently empty.
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void pascal near laser_fixed_spawn(int slot);
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// Creates a new fixed, manually controlled laser based on the [laser_template]
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// in the given [slot] if that one is currently empty.
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void pascal near laser_manual_fixed_spawn(int slot);
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// Starts the growing phase of the manually controlled fixed laser at [slot].
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void pascal near laser_manual_grow(int slot);
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// Transitions the laser at [slot] to a stopping phase appropriate for its
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// current one.
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void pascal near laser_stop(int slot);
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/// -------
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// Returns `true` if the laser is entirely off-screen.
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bool16 pascal near laser_render_ray(laser_coords_t near *coords);
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// Processes any collision between the given [laser] and the player.
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void pascal near laser_hittest(laser_t near &laser);
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void near lasers_update(void);
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void near lasers_render(void);
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