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Miscellanous type-based improvements #353

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Dec 22, 2024
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64 changes: 32 additions & 32 deletions src/BombData.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -45,11 +45,11 @@ void BombData::BombReimuACalc(Player *player)
g_ItemManager.RemoveAllItems();
g_EffectManager.SpawnParticles(PARTICLE_EFFECT_UNK_12, &player->positionCenter, 1, COLOR_NEONBLUE);

player->bombProjectiles[8].pos.x = (player->positionCenter).x;
player->bombProjectiles[8].pos.y = (player->positionCenter).y;
player->bombProjectiles[8].posX = (player->positionCenter).x;
player->bombProjectiles[8].posY = (player->positionCenter).y;

player->bombProjectiles[8].size.x = 256.0f;
player->bombProjectiles[8].size.y = 256.0f;
player->bombProjectiles[8].sizeX = 256.0f;
player->bombProjectiles[8].sizeY = 256.0f;
}
if (player->bombInfo.timer >= 60 && player->bombInfo.timer < 180)
{
Expand Down Expand Up @@ -126,11 +126,11 @@ void BombData::BombReimuACalc(Player *player)
player->bombRegionPositions[i] = player->bombInfo.bombRegionPositions[i];
player->bombRegionDamages[i] = 8;

player->bombProjectiles[i].pos.x = player->bombInfo.bombRegionPositions[i].x;
player->bombProjectiles[i].pos.y = player->bombInfo.bombRegionPositions[i].y;
player->bombProjectiles[i].posX = player->bombInfo.bombRegionPositions[i].x;
player->bombProjectiles[i].posY = player->bombInfo.bombRegionPositions[i].y;

player->bombProjectiles[i].size.x = 48.0f;
player->bombProjectiles[i].size.y = 48.0f;
player->bombProjectiles[i].sizeX = 48.0f;
player->bombProjectiles[i].sizeY = 48.0f;

if (player->unk_838[i] >= 100 || player->bombInfo.timer >= player->bombInfo.duration - 30)
{
Expand All @@ -150,8 +150,8 @@ void BombData::BombReimuACalc(Player *player)

player->bombRegionDamages[i] = 200;

player->bombProjectiles[i].size.x = 256.0f;
player->bombProjectiles[i].size.y = 256.0f;
player->bombProjectiles[i].sizeX = 256.0f;
player->bombProjectiles[i].sizeY = 256.0f;

player->bombInfo.bombRegionVelocities[i] / 100.0f; // ZUN moment

Expand Down Expand Up @@ -299,26 +299,26 @@ void BombData::BombReimuBCalc(Player *player)
ScreenEffect::RegisterChain(SCREEN_EFFECT_SHAKE, 80, 20, 0, 0);
}

player->bombProjectiles[0].size.x = 62.0f;
player->bombProjectiles[0].size.y = 448.0f;
player->bombProjectiles[1].size.x = 384.0f;
player->bombProjectiles[1].size.y = 62.0f;
player->bombProjectiles[2].size.x = 62.0f;
player->bombProjectiles[2].size.y = 448.0f;
player->bombProjectiles[3].size.x = 384.0f;
player->bombProjectiles[3].size.y = 62.0f;
player->bombProjectiles[0].sizeX = 62.0f;
player->bombProjectiles[0].sizeY = 448.0f;
player->bombProjectiles[1].sizeX = 384.0f;
player->bombProjectiles[1].sizeY = 62.0f;
player->bombProjectiles[2].sizeX = 62.0f;
player->bombProjectiles[2].sizeY = 448.0f;
player->bombProjectiles[3].sizeX = 384.0f;
player->bombProjectiles[3].sizeY = 62.0f;

for (i = 0; i < 4; i++)
{
g_AnmManager->ExecuteScript(&player->bombInfo.sprites[0][i]);
if (player->bombInfo.timer.HasTicked() && player->bombInfo.timer.AsFrames() % 2 != 0)
{
player->bombProjectiles[i].pos.x =
player->bombProjectiles[i].posX =
player->bombInfo.bombRegionPositions[i].x + player->bombInfo.sprites[0][i].posOffset.x;
player->bombProjectiles[i].pos.y =
player->bombProjectiles[i].posY =
player->bombInfo.bombRegionPositions[i].y + player->bombInfo.sprites[0][i].posOffset.y;
player->bombRegionSizes[i].x = player->bombProjectiles[i].size.x;
player->bombRegionSizes[i].y = player->bombProjectiles[i].size.y;
player->bombRegionSizes[i].x = player->bombProjectiles[i].sizeX;
player->bombRegionSizes[i].y = player->bombProjectiles[i].sizeY;
player->bombRegionPositions[i] =
player->bombInfo.bombRegionPositions[i] + player->bombInfo.sprites[0][i].posOffset;
player->bombRegionDamages[i] = 8;
Expand Down Expand Up @@ -396,10 +396,10 @@ void BombData::BombMarisaACalc(Player *player)

if (player->bombInfo.timer.HasTicked() && player->bombInfo.timer.AsFrames() % 3 != 0)
{
player->bombProjectiles[i].pos.x = player->bombInfo.bombRegionPositions[i].x;
player->bombProjectiles[i].pos.y = player->bombInfo.bombRegionPositions[i].y;
player->bombProjectiles[i].size.x = 128.0f;
player->bombProjectiles[i].size.y = 128.0f;
player->bombProjectiles[i].posX = player->bombInfo.bombRegionPositions[i].x;
player->bombProjectiles[i].posY = player->bombInfo.bombRegionPositions[i].y;
player->bombProjectiles[i].sizeX = 128.0f;
player->bombProjectiles[i].sizeY = 128.0f;
player->bombRegionSizes[i].x = 128.0f;
player->bombRegionSizes[i].y = 128.0f;

Expand Down Expand Up @@ -504,14 +504,14 @@ void BombData::BombMarisaBCalc(Player *player)

if (player->bombInfo.timer.HasTicked() && player->bombInfo.timer.AsFrames() % 4 != 0)
{
player->bombProjectiles[0].pos.x = 192.0f;
player->bombProjectiles[0].pos.y = player->positionCenter.y / 2.0f;
player->bombProjectiles[0].size.x = 384.0f;
player->bombProjectiles[0].size.y = player->positionCenter.y;
player->bombProjectiles[0].posX = 192.0f;
player->bombProjectiles[0].posY = player->positionCenter.y / 2.0f;
player->bombProjectiles[0].sizeX = 384.0f;
player->bombProjectiles[0].sizeY = player->positionCenter.y;
player->bombRegionSizes[0].x = 384.0f;
player->bombRegionSizes[0].y = player->positionCenter.y;
player->bombRegionPositions[0].x = player->bombProjectiles[0].pos.x;
player->bombRegionPositions[0].y = player->bombProjectiles[0].pos.y;
player->bombRegionPositions[0].x = player->bombProjectiles[0].posX;
player->bombRegionPositions[0].y = player->bombProjectiles[0].posY;
player->bombRegionDamages[0] = 12;
}

Expand Down
4 changes: 2 additions & 2 deletions src/EnemyEclInstr.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -774,7 +774,7 @@ void ExInsStage6XFunc6(Enemy *enemy, EclRawInstr *instr)
effect->unk_11c.x = (g_Rng.GetRandomF32ZeroToOne() * 40.0f - 20.0f) / 60.0f;
effect->unk_11c.y = (8.0f * baseAngleModifier) / 60.0f - (4.0f / 15.0f);
effect->unk_11c.z = 0.0;
effect->unk_128 = -effect->unk_11c * invertf(120.0f);
effect->unk_128 = -effect->unk_11c / 120.0f;

particlePos = enemy->position;
particlePos.x -= cosf(finalAngle) * distanceModifier;
Expand All @@ -783,7 +783,7 @@ void ExInsStage6XFunc6(Enemy *enemy, EclRawInstr *instr)
effect->unk_11c.x = (g_Rng.GetRandomF32ZeroToOne() * 40.0f - 20.0f) / 60.0f;
effect->unk_11c.y = (8.0f * baseAngleModifier) / 60.0f - (4.0f / 15.0f);
effect->unk_11c.z = 0.0;
effect->unk_128 = -effect->unk_11c * invertf(120.0f);
effect->unk_128 = -effect->unk_11c / 120.0f;
}

enemy->exInsFunc6Timer.Tick();
Expand Down
28 changes: 14 additions & 14 deletions src/Player.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -165,7 +165,7 @@ ChainCallbackResult Player::OnUpdate(Player *p)
}
for (idx = 0; idx < ARRAY_SIZE_SIGNED(p->bombProjectiles); idx++)
{
p->bombProjectiles[idx].size.x = 0.0;
p->bombProjectiles[idx].sizeX = 0.0;
}
if (p->bombInfo.isInUse)
{
Expand Down Expand Up @@ -1222,15 +1222,15 @@ i32 Player::CheckGraze(D3DXVECTOR3 *center, D3DXVECTOR3 *size)

for (i = 0; i < ARRAY_SIZE_SIGNED(this->bombProjectiles); i++, bombProjectile++)
{
if (bombProjectile->size.x == 0.0f)
if (bombProjectile->sizeX == 0.0f)
{
continue;
}

bombTopLeft.x = bombProjectile->pos.x - bombProjectile->size.x / 2.0f;
bombTopLeft.y = bombProjectile->pos.y - bombProjectile->size.y / 2.0f;
bombBottomRight.x = bombProjectile->size.x / 2.0f + bombProjectile->pos.x;
bombBottomRight.y = bombProjectile->size.y / 2.0f + bombProjectile->pos.y;
bombTopLeft.x = bombProjectile->posX - bombProjectile->sizeX / 2.0f;
bombTopLeft.y = bombProjectile->posY - bombProjectile->sizeY / 2.0f;
bombBottomRight.x = bombProjectile->sizeX / 2.0f + bombProjectile->posX;
bombBottomRight.y = bombProjectile->sizeY / 2.0f + bombProjectile->posY;

// Bomb clips bullet's hitbox, destroys bullet upon return
if (!(bombTopLeft.x > bulletBottomRight.x || bombBottomRight.x < bulletTopLeft.x ||
Expand Down Expand Up @@ -1273,14 +1273,14 @@ i32 Player::CalcKillBoxCollision(D3DXVECTOR3 *bulletCenter, D3DXVECTOR3 *bulletS
bulletBottom = bulletCenter->y + bulletSize->y / 2.0f;
for (curBombIdx = 0; curBombIdx < ARRAY_SIZE_SIGNED(this->bombProjectiles); curBombIdx++, curBombProjectile++)
{
if (curBombProjectile->size.x == 0.0f)
if (curBombProjectile->sizeX == 0.0f)
{
continue;
}
bombProjectileLeft = curBombProjectile->pos.x - curBombProjectile->size.x / 2.0f;
bombProjectileTop = curBombProjectile->pos.y - curBombProjectile->size.y / 2.0f;
bombProjectileRight = curBombProjectile->pos.x + curBombProjectile->size.x / 2.0f;
bombProjectileBottom = curBombProjectile->pos.y + curBombProjectile->size.y / 2.0f;
bombProjectileLeft = curBombProjectile->posX - curBombProjectile->sizeX / 2.0f;
bombProjectileTop = curBombProjectile->posY - curBombProjectile->sizeY / 2.0f;
bombProjectileRight = curBombProjectile->posX + curBombProjectile->sizeX / 2.0f;
bombProjectileBottom = curBombProjectile->posY + curBombProjectile->sizeY / 2.0f;
if (!(bombProjectileLeft > bulletRight || bombProjectileRight < bulletLeft ||
bombProjectileTop > bulletBottom || bombProjectileBottom < bulletTop))
{
Expand Down Expand Up @@ -1319,8 +1319,8 @@ i32 Player::CalcLaserHitbox(D3DXVECTOR3 *laserCenter, D3DXVECTOR3 *laserSize, D3
playerRelativeTopLeft = laserTopLeft - this->hitboxSize;
playerRelativeBottomRight = laserTopLeft + this->hitboxSize;

laserTopLeft = *laserCenter - *laserSize * invertf(2.0f);
laserBottomRight = *laserCenter + *laserSize * invertf(2.0f);
laserTopLeft = *laserCenter - *laserSize / 2.0f;
laserBottomRight = *laserCenter + *laserSize / 2.0f;

if (!(playerRelativeTopLeft.x > laserBottomRight.x || playerRelativeBottomRight.x < laserTopLeft.x ||
playerRelativeTopLeft.y > laserBottomRight.y || playerRelativeBottomRight.y < laserTopLeft.y))
Expand Down Expand Up @@ -1399,7 +1399,7 @@ void Player::ScoreGraze(D3DXVECTOR3 *center)
}
}

particlePosition = (this->positionCenter + *center) * invertf(2.0f);
particlePosition = (this->positionCenter + *center) / 2.0f;
g_EffectManager.SpawnParticles(PARTICLE_EFFECT_UNK_8, &particlePosition, 1, COLOR_WHITE);
g_GameManager.AddScore(500);
g_GameManager.IncreaseSubrank(6);
Expand Down
6 changes: 4 additions & 2 deletions src/Player.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -74,8 +74,10 @@ enum BulletState
};
struct PlayerRect
{
D3DXVECTOR2 pos;
D3DXVECTOR2 size;
f32 posX;
f32 posY;
f32 sizeX;
f32 sizeY;
};
C_ASSERT(sizeof(PlayerRect) == 0x10);

Expand Down