ref: 00ed53ea95cbee87f7fe3b802c1f584c4e72a1e6
parent: b92d6b4e99b639f69653cc70e54fa8eba11e598d
author: Clownacy <Clownacy@users.noreply.github.com>
date: Mon Feb 4 09:22:47 EST 2019
Added Bubbler projectile
--- a/src/Bullet.cpp
+++ b/src/Bullet.cpp
@@ -5,6 +5,7 @@
#include "MyChar.h"
#include "Sound.h"
#include "Game.h"
+#include "KeyControl.h"
BULLET_TABLE gBulTbl[46] =
{
@@ -765,6 +766,331 @@
bul->cond = 0;
}
+void ActBullet_Bubblin1(BULLET *bul)
+{
+ if (bul->flag & 0x2FF)
+ {
+ bul->cond = 0;
+ SetCaret(bul->x, bul->y, 2, 0);
+ }
+ else
+ {
+ if (bul->act_no == 0)
+ {
+ bul->act_no = 1;
+
+ switch (bul->direct)
+ {
+ case 0:
+ bul->xm = -0x600;
+ break;
+ case 2:
+ bul->xm = 0x600;
+ break;
+ case 1:
+ bul->ym = -0x600;
+ break;
+ case 3:
+ bul->ym = 0x600;
+ break;
+ }
+ }
+
+ switch (bul->direct)
+ {
+ case 0:
+ bul->xm += 42;
+ break;
+ case 2:
+ bul->xm -= 42;
+ break;
+ case 1:
+ bul->ym += 42;
+ break;
+ case 3:
+ bul->ym -= 42;
+ break;
+ }
+
+ bul->x += bul->xm;
+ bul->y += bul->ym;
+
+ if (++bul->act_wait > 40)
+ {
+ bul->cond = 0;
+ SetCaret(bul->x, bul->y, 15, 0);
+ }
+
+ RECT rect[4];
+
+ rect[0] = {192, 0, 200, 8};
+ rect[1] = {200, 0, 208, 8};
+ rect[2] = {208, 0, 216, 8};
+ rect[3] = {216, 0, 224, 8};
+
+ if (++bul->ani_wait > 3)
+ {
+ bul->ani_wait = 0;
+ ++bul->ani_no;
+ }
+
+ if (bul->ani_no > 3)
+ bul->ani_no = 3;
+
+ bul->rect = rect[bul->ani_no];
+ }
+}
+
+void ActBullet_Bubblin2(BULLET *bul)
+{
+ bool bDelete = false;
+
+ if (bul->direct == 0 && bul->flag & 1)
+ bDelete = true;
+ if (bul->direct == 2 && bul->flag & 4)
+ bDelete = true;
+ if (bul->direct == 1 && bul->flag & 2)
+ bDelete = true;
+ if (bul->direct == 3 && bul->flag & 8)
+ bDelete = true;
+
+ if (bDelete)
+ {
+ bul->cond = 0;
+ SetCaret(bul->x, bul->y, 2, 0);
+ }
+ else
+ {
+ if (bul->act_no == 0)
+ {
+ bul->act_no = 1;
+
+ switch (bul->direct)
+ {
+ case 0:
+ bul->xm = -0x600;
+ bul->ym = Random(-0x100, 0x100);
+ break;
+ case 2:
+ bul->xm = 0x600;
+ bul->ym = Random(-0x100, 0x100);
+ break;
+ case 1:
+ bul->ym = -0x600;
+ bul->xm = Random(-0x100, 0x100);
+ break;
+ case 3:
+ bul->ym = 0x600;
+ bul->xm = Random(-0x100, 0x100);
+ break;
+ }
+ }
+
+ switch (bul->direct)
+ {
+ case 0:
+ bul->xm += 0x10;
+ break;
+ case 2:
+ bul->xm -= 0x10;
+ break;
+ case 1:
+ bul->ym += 0x10;
+ break;
+ case 3:
+ bul->ym -= 0x10;
+ break;
+ }
+
+ bul->x += bul->xm;
+ bul->y += bul->ym;
+
+ if (++bul->act_wait > 60)
+ {
+ bul->cond = 0;
+ SetCaret(bul->x, bul->y, 15, 0);
+ }
+
+ RECT rect[4];
+
+ rect[0] = {192, 8, 200, 16};
+ rect[1] = {200, 8, 208, 16};
+ rect[2] = {208, 8, 216, 16};
+ rect[3] = {216, 8, 224, 16};
+
+ if (++bul->ani_wait > 3)
+ {
+ bul->ani_wait = 0;
+ ++bul->ani_no;
+ }
+
+ if (bul->ani_no > 3)
+ bul->ani_no = 3;
+
+ bul->rect = rect[bul->ani_no];
+ }
+}
+
+void ActBullet_Bubblin3(BULLET *bul)
+{
+ if (++bul->act_wait <= 100 && gKey & gKeyShot)
+ {
+ if (bul->act_no == 0)
+ {
+ bul->act_no = 1;
+
+ switch (bul->direct)
+ {
+ case 0:
+ bul->xm = Random(-0x400, -0x200);
+ bul->ym = (Random(-4, 4) * 0x200) / 2;
+ break;
+ case 2u:
+ bul->xm = Random(0x200, 0x400);
+ bul->ym = (Random(-4, 4) * 0x200) / 2;
+ break;
+ case 1u:
+ bul->ym = Random(-0x400, -0x200);
+ bul->xm = (Random(-4, 4) * 0x200) / 2;
+ break;
+ case 3u:
+ bul->ym = Random(0x80, 0x100);
+ bul->xm = (Random(-4, 4) * 0x200) / 2;
+ break;
+ }
+ }
+
+ if (gMC.x > bul->x)
+ bul->xm += 0x20;
+ if (gMC.x < bul->x)
+ bul->xm -= 0x20;
+
+ if (gMC.y > bul->y)
+ bul->ym += 0x20;
+ if (gMC.y < bul->y)
+ bul->ym -= 0x20;
+
+ if (bul->xm < 0 && bul->flag & 1)
+ bul->xm = 0x400;
+ if (bul->xm > 0 && bul->flag & 4)
+ bul->xm = -0x400;
+
+ if (bul->ym < 0 && bul->flag & 2)
+ bul->ym = 0x400;
+ if (bul->ym > 0 && bul->flag & 8)
+ bul->ym = -0x400;
+
+ bul->x += bul->xm;
+ bul->y += bul->ym;
+
+ RECT rect[4];
+
+ rect[0] = {240, 16, 248, 24};
+ rect[1] = {248, 16, 256, 24};
+ rect[2] = {240, 24, 248, 32};
+ rect[3] = {248, 24, 256, 32};
+
+ if (++bul->ani_wait > 3)
+ {
+ bul->ani_wait = 0;
+ ++bul->ani_no;
+ }
+
+ if (bul->ani_no > 3)
+ bul->ani_no = 3;
+
+ bul->rect = rect[bul->ani_no];
+ }
+ else
+ {
+ bul->cond = 0;
+ SetCaret(bul->x, bul->y, 2, 0);
+ PlaySoundObject(100, 1);
+
+ if (gMC.up)
+ SetBullet(22, bul->x, bul->y, 1);
+ else if (gMC.down)
+ SetBullet(22, bul->x, bul->y, 3);
+ else
+ SetBullet(22, bul->x, bul->y, gMC.direct);
+ }
+}
+
+void ActBullet_Spine(BULLET *bul)
+{
+ if (++bul->count1 > bul->life_count || bul->flag & 8)
+ {
+ bul->cond = 0;
+ SetCaret(bul->x, bul->y, 3, 0);
+ }
+ else
+ {
+ if (bul->act_no)
+ {
+ bul->x += bul->xm;
+ bul->y += bul->ym;
+ }
+ else
+ {
+ bul->act_no = 1;
+
+ switch (bul->direct)
+ {
+ case 0:
+ bul->xm = (-0x200 * Random(10, 16)) / 2;
+ break;
+ case 1:
+ bul->ym = (-0x200 * Random(10, 16)) / 2;
+ break;
+ case 2:
+ bul->xm = (Random(10, 16) * 0x200) / 2;
+ break;
+ case 3:
+ bul->ym = (Random(10, 16) * 0x200) / 2;
+ break;
+ }
+ }
+
+ if (++bul->ani_wait > 1)
+ {
+ bul->ani_wait = 0;
+ ++bul->ani_no;
+ }
+
+ if (bul->ani_no > 1)
+ bul->ani_no = 0;
+
+ RECT rcLeft[2];
+ RECT rcRight[2];
+ RECT rcDown[2];
+
+ rcLeft[0] = {224, 0, 232, 8};
+ rcLeft[1] = {232, 0, 240, 8};
+
+ rcRight[0] = {224, 0, 232, 8};
+ rcRight[1] = {232, 0, 240, 8};
+
+ rcDown[0] = {224, 8, 232, 16};
+ rcDown[1] = {232, 8, 240, 16};
+
+ switch (bul->direct)
+ {
+ case 0:
+ bul->rect = rcLeft[bul->ani_no];
+ break;
+ case 1:
+ bul->rect = rcDown[bul->ani_no];
+ break;
+ case 2:
+ bul->rect = rcRight[bul->ani_no];
+ break;
+ case 3:
+ bul->rect = rcDown[bul->ani_no];
+ break;
+ }
+ }
+}
+
void ActBullet_SuperMissile(BULLET *bul, int level)
{
if (++bul->count1 > bul->life_count)
@@ -1078,6 +1404,18 @@
break;
case 18:
ActBullet_Bom(&gBul[i], 3);
+ break;
+ case 19:
+ ActBullet_Bubblin1(&gBul[i]);
+ break;
+ case 20:
+ ActBullet_Bubblin2(&gBul[i]);
+ break;
+ case 21:
+ ActBullet_Bubblin3(&gBul[i]);
+ break;
+ case 22:
+ ActBullet_Spine(&gBul[i]);
break;
// TODO everything else
case 28:
--- a/src/Shoot.cpp
+++ b/src/Shoot.cpp
@@ -481,6 +481,150 @@
PlaySoundObject(32, 1);
}
+void ShootBullet_Bubblin1(void)
+{
+ static int wait;
+
+ if (CountArmsBullet(7) <= 3)
+ {
+ if (gKeyTrg & gKeyShot)
+ {
+ if (!UseArmsEnergy(1))
+ {
+ PlaySoundObject(37, 1);
+ if (!empty)
+ {
+ SetCaret(gMC.x, gMC.y, 16, 0);
+ empty = 50;
+ }
+ }
+ else
+ {
+ if (gMC.up)
+ {
+ if (gMC.direct)
+ {
+ SetBullet(19, gMC.x + 0x200, gMC.y - 0x400, 1);
+ SetCaret(gMC.x + 0x200, gMC.y - 0x400, 3, 0);
+ }
+ else
+ {
+ SetBullet(19, gMC.x - 0x200, gMC.y - 0x400, 1);
+ SetCaret(gMC.x - 0x200, gMC.y - 0x400, 3, 0);
+ }
+ }
+ else if (gMC.down)
+ {
+ if (gMC.direct)
+ {
+ SetBullet(19, gMC.x + 0x200, gMC.y + 0x400, 3);
+ SetCaret(gMC.x + 0x200, gMC.y + 0x400, 3, 0);
+ }
+ else
+ {
+ SetBullet(19, gMC.x - 0x200, gMC.y + 0x400, 3);
+ SetCaret(gMC.x - 0x200, gMC.y + 0x400, 3, 0);
+ }
+ }
+ else if (gMC.direct)
+ {
+ SetBullet(19, gMC.x + 0xC00, gMC.y + 0x600, 2);
+ SetCaret(gMC.x + 0x1800, gMC.y + 0x600, 3, 0);
+ }
+ else
+ {
+ SetBullet(19, gMC.x - 0xC00, gMC.y + 0x600, 0);
+ SetCaret(gMC.x - 0x1800, gMC.y + 0x600, 3, 0);
+ }
+
+ PlaySoundObject(48, 1);
+ }
+ }
+ else if (++wait > 20)
+ {
+ wait = 0;
+ ChargeArmsEnergy(1);
+ }
+ }
+}
+
+void ShootBullet_Bubblin2(int level)
+{
+ static int wait;
+
+ if (CountArmsBullet(7) <= 15)
+ {
+ level += 18;
+
+ if (!(gKey & gKeyShot))
+ gMC.rensha = 6;
+
+ if (gKey & gKeyShot)
+ {
+ if (++gMC.rensha >= 7)
+ {
+ gMC.rensha = 0;
+
+ if (!UseArmsEnergy(1))
+ {
+ PlaySoundObject(37, 1);
+ if (!empty)
+ {
+ SetCaret(gMC.x, gMC.y, 16, 0);
+ empty = 50;
+ }
+ }
+ else
+ {
+ if (gMC.up)
+ {
+ if (gMC.direct)
+ {
+ SetBullet(level, gMC.x + 0x600, gMC.y - 0x1000, 1);
+ SetCaret(gMC.x + 0x600, gMC.y - 0x2000, 3, 0);
+ }
+ else
+ {
+ SetBullet(level, gMC.x - 0x600, gMC.y - 0x1000, 1);
+ SetCaret(gMC.x - 0x600, gMC.y - 0x2000, 3, 0);
+ }
+ }
+ else if (gMC.down)
+ {
+ if (gMC.direct)
+ {
+ SetBullet(level, gMC.x + 0x600, gMC.y + 0x1000, 3);
+ SetCaret(gMC.x + 0x600, gMC.y + 0x2000, 3, 0);
+ }
+ else
+ {
+ SetBullet(level, gMC.x - 0x600, gMC.y + 0x1000, 3);
+ SetCaret(gMC.x - 0x600, gMC.y + 0x2000, 3, 0);
+ }
+ }
+ else if (gMC.direct)
+ {
+ SetBullet(level, gMC.x + 0xC00, gMC.y + 0x600, 2);
+ SetCaret(gMC.x + 0x1800, gMC.y + 0x600, 3, 0);
+ }
+ else
+ {
+ SetBullet(level, gMC.x - 0xC00, gMC.y + 0x600, 0);
+ SetCaret(gMC.x - 0x1800, gMC.y + 0x600, 3, 0);
+ }
+
+ PlaySoundObject(48, 1);
+ }
+ }
+ }
+ else if (++wait > 1)
+ {
+ wait = 0;
+ ChargeArmsEnergy(1);
+ }
+ }
+}
+
void ShootBullet()
{
if (empty)
@@ -514,6 +658,21 @@
break;
case 5:
ShootBullet_Missile(gArmsData[gSelectedArms].level, false);
+ break;
+ case 7:
+ switch (gArmsData[gSelectedArms].level)
+ {
+ case 1:
+ ShootBullet_Bubblin1();
+ break;
+ case 2:
+ ShootBullet_Bubblin2(2);
+ break;
+ case 3:
+ ShootBullet_Bubblin2(3);
+ break;
+ }
+
break;
case 10:
ShootBullet_Missile(gArmsData[gSelectedArms].level, true);