ReC98/th05/main/bullet/b6ball.cpp

87 lines
2.2 KiB
C++

// (#included from th05/main/boss/b6.cpp, due to alignment reasons.)
#include "th01/math/overlap.hpp"
#include "th04/main/bullet/clearzap.hpp"
extern "C" {
#include "th05/main/playperf.hpp"
}
#include "th05/main/custom.h"
#include "th05/main/bullet/b6ball.hpp"
void near b6balls_add(void)
{
subpixel_t speed = playperf_speedtune(b6ball_template.speed);
b6ball_t near *p;
int i;
for((p = b6balls, i = 1); i < (1 + B6BALL_COUNT); (i++, p++)) {
if(p->flag != B6BF_FREE) {
continue;
}
p->flag = B6BF_CLOUD;
p->pos.cur = b6ball_template.origin;
vector2_near(p->pos.velocity, b6ball_template.angle, speed);
p->patnum_tiny = b6ball_template.patnum_tiny;
p->cloud_radius.set(48.0f);
return;
}
}
void near b6balls_update(void)
{
custom_assert_count(b6ball_t, B6BALL_COUNT);
b6ball_t near *p;
int i;
for((p = b6balls, i = 1); i < (1 + B6BALL_COUNT); (i++, p++)) {
if(p->flag == B6BF_FREE) {
continue;
}
if(p->flag == B6BF_CLOUD) {
p->cloud_radius -= 2.0f;
if(p->cloud_radius.v < to_sp(B6BALL_W / 2)) {
static_cast<unsigned char>(p->flag)++;
} else {
continue;
}
}
if(bullet_clear_time || bullet_zap.active) {
p->flag = B6BF_DECAY;
}
p->age++;
/* DX:AX = */ p->pos.update_seg3();
if(!playfield_encloses(_AX, _DX, B6BALL_W, B6BALL_H)) {
optimization_barrier();
p->flag = B6BF_FREE;
} else if(p->flag != B6BF_DECAY) {
_AX -= player_pos.cur.x.v;
_DX -= player_pos.cur.y.v;
if(overlap_wh_inplace_fast(
_AX, _DX, to_sp(B6BALL_W / 2), to_sp(B6BALL_H / 2)
)) {
player_is_hit = true;
p->flag = B6BF_DECAY;
continue;
}
optimization_barrier();
} else if(p->patnum_tiny < PAT_DECAY_B6BALL) {
// Rather brave to assume that the regular patnums of this entity
// can't be smaller. You know how you properly DRY decay state
// initialization? By moving it into a function...
p->patnum_tiny = PAT_DECAY_B6BALL;
p->pos.velocity.x.v /= 2;
p->pos.velocity.y.v /= 2;
p->decay_frames = 0;
} else /* if(p->flag == B6BF_DECAY) */ {
p->decay_frames++;
if((p->decay_frames % 4) == 0) {
p->patnum_tiny++;
if(p->patnum_tiny >= (PAT_DECAY_B6BALL_last + 1)) {
p->flag = B6BF_FREE;
}
}
}
}
}