mirror of https://github.com/nmlgc/ReC98.git
47 lines
1.3 KiB
C++
47 lines
1.3 KiB
C++
#include "th01/sprites/pellet.h"
|
|
#include "th01/math/overlap.hpp"
|
|
|
|
static const int SHOT_COUNT = 8;
|
|
static const pixel_t SHOT_W = 16;
|
|
static const pixel_t SHOT_H = 16;
|
|
|
|
struct CShots {
|
|
screen_x_t left[SHOT_COUNT];
|
|
screen_y_t top[SHOT_COUNT];
|
|
int unknown[SHOT_COUNT];
|
|
|
|
// A shot slot can be considered "alive" if either of these are nonzero.
|
|
bool moving[SHOT_COUNT];
|
|
unsigned char decay_frame[SHOT_COUNT];
|
|
|
|
void add(screen_x_t new_left, screen_y_t new_top);
|
|
void unput_and_reset_all(void);
|
|
void unput_update_render(void);
|
|
|
|
bool16 is_moving(int i) {
|
|
return moving[i];
|
|
}
|
|
|
|
// Processes any collision between *the given* shot and the Orb, placed at
|
|
// the given position, and returns true if they did collide.
|
|
bool16 hittest_orb(int i, screen_x_t orb_left, screen_y_t orb_top);
|
|
|
|
// Processes any collision between *any* shot and a pellet, placed at the
|
|
// given position, and returns true if they did collide.
|
|
bool16 hittest_pellet(screen_x_t pellet_left, screen_y_t pellet_top);
|
|
|
|
// Processes any collision between *any* shot and a boss with the given
|
|
// hitbox, and returns true if they did collide.
|
|
bool16 hittest_boss(
|
|
screen_x_t hitbox_left,
|
|
screen_y_t hitbox_top,
|
|
pixel_t hitbox_w,
|
|
pixel_t hitbox_h
|
|
);
|
|
};
|
|
|
|
// Might even be related to pellets, and not to shots.
|
|
extern bool16 unused_boss_stage_flag;
|
|
|
|
extern CShots Shots;
|