mirror of https://github.com/nmlgc/ReC98.git
62 lines
1.9 KiB
C
62 lines
1.9 KiB
C
#pragma option -b-
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typedef union {
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unsigned char spread_angle;
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// In subpixels, obviously, but pre-C++11 doesn't let us use any of the
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// Subpixel classes with their custom assignment operators in a union...
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unsigned char stack_speed;
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} bullet_template_delta_t;
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// All _AIMED patterns define the 0° [angle] as the current player position,
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// relative to the bullet origin.
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typedef enum {
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// Ignoring [count]. Turned into a stack on Hard, and into a spread on
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// Lunatic.
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BP_SINGLE = 0x00,
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BP_SINGLE_AIMED = 0x01,
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// Multiple random bullets, number in [count]. Both angle and speed are
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// added to the template's [angle] and [speed] values, respectively.
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BP_RANDOM_ANGLE = 0x1B,
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BP_RANDOM_ANGLE_AND_SPEED = 0x1C,
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// Ring out of [count] bullets, ignoring [delta].
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BP_RING = 0x26,
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BP_RING_AIMED = 0x2C,
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// [count]-way arc centered around 0°, with [delta.spread_angle]° between
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// each bullet.
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BP_SPREAD = 0x2D,
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BP_SPREAD_RANDOM_ANGLE_AIMED = 0x1D,
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BP_SPREAD_AIMED = 0x2E,
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// Multi-bullet stack with varying speeds. Number of bullets in [count],
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// with each subsequent bullet getting faster by [delta.stack_speed].
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BP_STACK = 0x2F,
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BP_STACK_AIMED = 0x30,
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// Will always fire a single bullet, regardless of rank or playperf.
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BP_FORCESINGLE = 0x40,
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BP_FORCESINGLE_RANDOM_ANGLE = 0x1A,
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BP_FORCESINGLE_AIMED = 0x41,
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} bullet_pattern_t;
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/// Spawn types
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/// -----------
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/// Not an enum for consistency with TH05, which uses two components OR'd
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/// together.
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// Won't spawn bullets at the end of a gather animation. Effectively becomes
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// BST_BULLET16 when used outside a gather_t. (Mugetsu's 4th phase actually
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// relies on this!)
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#define BST_GATHER_ONLY 0
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#define BST_PELLET 1 /* ignoring [patnum] */
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#define BST_BULLET16 2
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#define BST_GATHER_PELLET 3
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#define BST_BULLET16_CLOUD_FORWARDS 4
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#define BST_BULLET16_CLOUD_BACKWARDS 5
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/// -----------
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#pragma option -b
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