mirror of https://github.com/nmlgc/ReC98.git
44 lines
1.7 KiB
C++
44 lines
1.7 KiB
C++
/// Generic state variables
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/// -----------------------
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/// Really just freely usable memory shared between all bosses.
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extern int boss_hp;
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extern int boss_phase_frame;
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/// -----------------------
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// No-op function for callbacks.
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void far boss_nop(void);
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static const int BOSS_HIT_INVINCIBILITY_FRAMES = 40;
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// Processes collisions between the Orb and a boss, and the resulting
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// invincibility of the latter… yeah, that's about the best summary for this
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// function that does way too many things:
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// • It also handles collisions between *player shots* and the given hitbox,
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// regardless of invincibility.
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// • The hit testing against the Orb must be done before, with the result
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// being passed in [colliding_with_orb]. That parameter is what mainly
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// triggers the collision response of adding the [hit_score], decrementing
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// [hp], bouncing off the Orb in the opposite direction, calling
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// [hit_callback], and rendering the invincibility flashing effect.
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// • The caller is still responsible to increment [invincibility_frame]. This
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// function only reads from it or resets it to 0.
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// • [is_invincible] is always updated from this function, though.
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// • Therefore, it only indirectly returns whether the boss was hit this
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// frame, via ([is_invincible] == true) && ([invincibility_frame] == 0).
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// (That fact makes [is_invincible] not quite as redundant as it might seem.)
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void boss_hit_update_and_render(
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int &invincibility_frame,
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bool16 &is_invincible,
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int &hp,
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unsigned char invincibility_flash_colors[],
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unsigned char invincibility_flash_colors_count,
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int hit_score,
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farfunc_t_far hit_callback,
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bool colliding_with_orb,
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screen_x_t hitbox_left,
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screen_y_t hitbox_top,
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pixel_t hitbox_w,
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pixel_t hitbox_h
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);
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