mirror of https://github.com/nmlgc/ReC98.git
52 lines
1.6 KiB
C++
52 lines
1.6 KiB
C++
#include "th04/main/boss/boss.hpp"
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// Callbacks
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extern nearfunc_t_near boss_custombullets_render;
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extern unsigned int boss_sprite_left;
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extern unsigned int boss_sprite_right;
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extern unsigned int boss_sprite_stay;
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extern boss_stuff_t boss2;
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/// Movement
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/// --------
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/// Call these on subsequent frames for a smooth flying movement.
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typedef enum {
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Y_ANY,
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Y_UP,
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Y_DOWN,
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} y_direction_t;
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extern Area<Subpixel, Subpixel> boss_flystep_random_clamp;
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static const subpixel_t BOSS_FLYSTEP_RANDOM_FIELD_LEFT = TO_SP(
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(PLAYFIELD_W / 2) - (PLAYFIELD_W / 8)
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);
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static const subpixel_t BOSS_FLYSTEP_RANDOM_FIELD_RIGHT = TO_SP(
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(PLAYFIELD_W / 2) + (PLAYFIELD_W / 8)
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);
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static const int BOSS_FLYSTEP_RANDOM_FRAMES = 28;
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// Decides a random [boss.angle] on [frame] 0, based on the current position
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// within the playfield and clamping areas declared above. Then, steps the
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// [boss] into this direction with a hardcoded, [frame]-dependent speed for
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// all [frame]s between 0 and [BOSS_FLYSTEP_RANDOM_FRAMES], after which the
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// function returns true.
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// Does nothing for [frame]s < 0 (and the game relies on that).
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bool pascal near boss_flystep_random(int frame);
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// Steps the [boss] from its current position towards the target point, moving
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// it by a hardcoded fraction of the distance. Returns true once the [boss]
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// has reached the target point.
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bool pascal near boss_flystep_towards(subpixel_t target_x, subpixel_t target_y);
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/// --------
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/// Explosions
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/// ----------
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void pascal near boss2_explode_small(unsigned int type);
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void near boss2_explode_big_circle(void);
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/// ----------
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