ref: 2bcab6adee8517e0414126db4026df323b1eabed
dir: /src/Bullet.cpp/
#include "Bullet.h" #include <stddef.h> #include <string.h> #include "WindowsWrapper.h" #include "Draw.h" #include "Caret.h" #include "CommonDefines.h" #include "Game.h" #include "KeyControl.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" BULLET gBul[BULLET_MAX]; void InitBullet(void) { // Identical to ClearBullet int i; for (i = 0; i < BULLET_MAX; ++i) gBul[i].cond = 0; } int CountArmsBullet(int arms_code) { int i; int count = 0; for (i = 0; i < BULLET_MAX; ++i) if (gBul[i].cond & 0x80 && (gBul[i].code_bullet + 2) / 3 == arms_code) ++count; return count; } int CountBulletNum(int bullet_code) { int i; int count = 0; for (i = 0; i < BULLET_MAX; ++i) if (gBul[i].cond & 0x80 && gBul[i].code_bullet == bullet_code) ++count; return count; } void DeleteBullet(int code) { int i; int count = 0; // Guessed name. This is unused, and was optimised out of the Linux port. for (i = 0; i < BULLET_MAX; ++i) if (gBul[i].cond & 0x80 && (gBul[i].code_bullet + 2) / 3 == code) gBul[i].cond = 0; } void ClearBullet(void) { // Identical to InitBullet int i; for (i = 0; i < BULLET_MAX; ++i) gBul[i].cond = 0; } void PutBullet(int fx, int fy) { int i; int x, y; for (i = 0; i < BULLET_MAX; ++i) { if (gBul[i].cond & 0x80) { switch (gBul[i].direct) { case DIR_LEFT: x = gBul[i].x - gBul[i].view.front; y = gBul[i].y - gBul[i].view.top; break; case DIR_UP: x = gBul[i].x - gBul[i].view.top; y = gBul[i].y - gBul[i].view.front; break; case DIR_RIGHT: x = gBul[i].x - gBul[i].view.back; y = gBul[i].y - gBul[i].view.top; break; case DIR_DOWN: x = gBul[i].x - gBul[i].view.top; y = gBul[i].y - gBul[i].view.back; break; } PutBitmap3(&grcGame, (x / 0x200) - (fx / 0x200), (y / 0x200) - (fy / 0x200), &gBul[i].rect, SURFACE_ID_BULLET); } } } BULLET_TABLE gBulTbl[] = { // Null {0, 0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0}}, // Snake {4, 1, 20, 36, 4, 4, 2, 2, {8, 8, 8, 8}}, {6, 1, 23, 36, 4, 4, 2, 2, {8, 8, 8, 8}}, {8, 1, 30, 36, 4, 4, 2, 2, {8, 8, 8, 8}}, // Polar Star {1, 1, 8, 32, 6, 6, 2, 2, {8, 8, 8, 8}}, {2, 1, 12, 32, 6, 6, 2, 2, {8, 8, 8, 8}}, {4, 1, 16, 32, 6, 6, 2, 2, {8, 8, 8, 8}}, // Fireball {2, 2, 100, 8, 8, 16, 4, 2, {8, 8, 8, 8}}, {3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}}, {3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}}, // Machine Gun {2, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}}, {4, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}}, {6, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}}, // Missile Launcher {0, 10, 50, 40, 2, 2, 2, 2, {8, 8, 8, 8}}, {0, 10, 70, 40, 4, 4, 4, 4, {8, 8, 8, 8}}, {0, 10, 90, 40, 4, 4, 0, 0, {8, 8, 8, 8}}, // Missile Launcher explosion {1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}}, {1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}}, {1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}}, // Bubbler {1, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}}, {2, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}}, {2, 1, 20, 8, 4, 4, 4, 4, {4, 4, 4, 4}}, // Bubbler level 3 thorns {3, 1, 32, 32, 2, 2, 2, 2, {4, 4, 4, 4}}, // Blade slashes {0, 100, 0, 36, 8, 8, 8, 8, {12, 12, 12, 12}}, // Falling spike that deals 127 damage {127, 1, 2, 4, 8, 4, 8, 4, {0, 0, 0, 0}}, // Blade {15, 1, 30, 36, 8, 8, 4, 2, {8, 8, 8, 8}}, {6, 3, 18, 36, 10, 10, 4, 2, {12, 12, 12, 12}}, {1, 100, 30, 36, 6, 6, 4, 4, {12, 12, 12, 12}}, // Super Missile Launcher {0, 10, 30, 40, 2, 2, 2, 2, {8, 8, 8, 8}}, {0, 10, 40, 40, 4, 4, 4, 4, {8, 8, 8, 8}}, {0, 10, 40, 40, 4, 4, 0, 0, {8, 8, 8, 8}}, // Super Missile Launcher explosion {2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}}, {2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}}, {2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}}, // Nemesis {4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}}, {4, 2, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}}, {1, 1, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}}, // Spur {4, 4, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}}, {8, 8, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}}, {12, 12, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}}, // Spur trail {3, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}}, {6, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}}, {11, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}}, // Curly's Nemesis {4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}}, // Screen-nuke that kills all enemies {0, 4, 4, 4, 0, 0, 0, 0, {0, 0, 0, 0}}, // Whimsical Star {1, 1, 1, 36, 1, 1, 1, 1, {1, 1, 1, 1}} }; void SetBullet(int no, int x, int y, int dir) { int i = 0; while (i < BULLET_MAX && gBul[i].cond & 0x80) ++i; if (i >= BULLET_MAX) return; memset(&gBul[i], 0, sizeof(BULLET)); gBul[i].code_bullet = no; gBul[i].cond = 0x80; gBul[i].direct = dir; gBul[i].damage = gBulTbl[no].damage; gBul[i].life = gBulTbl[no].life; gBul[i].life_count = gBulTbl[no].life_count; gBul[i].bbits = gBulTbl[no].bbits; gBul[i].enemyXL = gBulTbl[no].enemyXL * 0x200; gBul[i].enemyYL = gBulTbl[no].enemyYL * 0x200; gBul[i].blockXL = gBulTbl[no].blockXL * 0x200; gBul[i].blockYL = gBulTbl[no].blockYL * 0x200; gBul[i].view.back = gBulTbl[no].view.back * 0x200; gBul[i].view.front = gBulTbl[no].view.front * 0x200; gBul[i].view.top = gBulTbl[no].view.top * 0x200; gBul[i].view.bottom = gBulTbl[no].view.bottom * 0x200; gBul[i].x = x; gBul[i].y = y; } void ActBullet_Frontia1(BULLET *bul) { if (++bul->count1 > bul->life_count) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_SHOOT, DIR_LEFT); return; } if (bul->act_no == 0) { bul->ani_no = Random(0, 2); bul->act_no = 1; switch (bul->direct) { case DIR_LEFT: bul->xm = -0x600; break; case DIR_UP: bul->ym = -0x600; break; case DIR_RIGHT: bul->xm = 0x600; break; case DIR_DOWN: bul->ym = 0x600; break; } } else { bul->x += bul->xm; bul->y += bul->ym; } if (++bul->ani_wait > 0) { bul->ani_wait = 0; ++bul->ani_no; } if (bul->ani_no > 3) bul->ani_no = 0; RECT rcLeft[4] = { {136, 80, 152, 80}, {120, 80, 136, 96}, {136, 64, 152, 80}, {120, 64, 136, 80}, }; RECT rcRight[4] = { {120, 64, 136, 80}, {136, 64, 152, 80}, {120, 80, 136, 96}, {136, 80, 152, 80}, }; if (bul->direct == DIR_LEFT) bul->rect = rcLeft[bul->ani_no]; else bul->rect = rcRight[bul->ani_no]; } void ActBullet_Frontia2(BULLET *bul, int level) { static unsigned int inc; if (++bul->count1 > bul->life_count) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_SHOOT, DIR_LEFT); return; } if (bul->act_no == 0) { bul->ani_no = Random(0, 2); bul->act_no = 1; switch (bul->direct) { case DIR_LEFT: bul->xm = -0x200; break; case DIR_UP: bul->ym = -0x200; break; case DIR_RIGHT: bul->xm = 0x200; break; case DIR_DOWN: bul->ym = 0x200; break; } ++inc; switch (bul->direct) { case DIR_LEFT: case DIR_RIGHT: if (inc % 2) bul->ym = 0x400; else bul->ym = -0x400; break; case DIR_UP: case DIR_DOWN: if (inc % 2) bul->xm = 0x400; else bul->xm = -0x400; break; } } else { switch (bul->direct) { case DIR_LEFT: bul->xm -= 0x80; break; case DIR_UP: bul->ym -= 0x80; break; case DIR_RIGHT: bul->xm += 0x80; break; case DIR_DOWN: bul->ym += 0x80; break; } switch (bul->direct) { case DIR_LEFT: case DIR_RIGHT: if (bul->count1 % 5 == 2) { if (bul->ym < 0) bul->ym = 0x400; else bul->ym = -0x400; } break; case DIR_UP: case DIR_DOWN: if (bul->count1 % 5 == 2) { if (bul->xm < 0) bul->xm = 0x400; else bul->xm = -0x400; } break; } bul->x += bul->xm; bul->y += bul->ym; } if (++bul->ani_wait > 0) { bul->ani_wait = 0; ++bul->ani_no; } if (bul->ani_no > 2) bul->ani_no = 0; RECT rect[3] = { {192, 16, 208, 32}, {208, 16, 224, 32}, {224, 16, 240, 32}, }; bul->rect = rect[bul->ani_no]; if (level == 2) SetNpChar(129, bul->x, bul->y, 0, -0x200, bul->ani_no, NULL, 0x100); else SetNpChar(129, bul->x, bul->y, 0, -0x200, bul->ani_no + 3, NULL, 0x100); } void ActBullet_PoleStar(BULLET *bul, int level) { if (++bul->count1 > bul->life_count) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_SHOOT, DIR_LEFT); return; } if (bul->act_no == 0) { bul->act_no = 1; // Set speed switch (bul->direct) { case DIR_LEFT: bul->xm = -0x1000; break; case DIR_UP: bul->ym = -0x1000; break; case DIR_RIGHT: bul->xm = 0x1000; break; case DIR_DOWN: bul->ym = 0x1000; break; } // Set hitbox switch (level) { case 1: switch (bul->direct) { case DIR_LEFT: bul->enemyYL = 0x400; break; case DIR_UP: bul->enemyXL = 0x400; break; case DIR_RIGHT: bul->enemyYL = 0x400; break; case DIR_DOWN: bul->enemyXL = 0x400; break; } break; case 2: switch (bul->direct) { case DIR_LEFT: bul->enemyYL = 0x800; break; case DIR_UP: bul->enemyXL = 0x800; break; case DIR_RIGHT: bul->enemyYL = 0x800; break; case DIR_DOWN: bul->enemyXL = 0x800; break; } break; } } else { // Move bul->x += bul->xm; bul->y += bul->ym; } RECT rect1[2] = { {128, 32, 144, 48}, {144, 32, 160, 48}, }; RECT rect2[2] = { {160, 32, 176, 48}, {176, 32, 192, 48}, }; RECT rect3[2] = { {128, 48, 144, 64}, {144, 48, 160, 64}, }; //Set framerect switch (level) { case 1: if (bul->direct == DIR_UP || bul->direct == DIR_DOWN) bul->rect = rect1[1]; else bul->rect = rect1[0]; break; case 2: if (bul->direct == DIR_UP || bul->direct == DIR_DOWN) bul->rect = rect2[1]; else bul->rect = rect2[0]; break; case 3: if (bul->direct == DIR_UP || bul->direct == DIR_DOWN) bul->rect = rect3[1]; else bul->rect = rect3[0]; break; } } void ActBullet_FireBall(BULLET *bul, int level) { BOOL bBreak; if (++bul->count1 > bul->life_count) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_SHOOT, DIR_LEFT); return; } bBreak = FALSE; if (bul->flag & 2 && bul->flag & 8) bBreak = TRUE; if (bul->flag & 1 && bul->flag & 4) bBreak = TRUE; if (bul->direct == DIR_LEFT && bul->flag & 1) bul->direct = DIR_RIGHT; if (bul->direct == DIR_RIGHT && bul->flag & 4) bul->direct = DIR_LEFT; if (bBreak) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); PlaySoundObject(28, SOUND_MODE_PLAY); return; } if (bul->act_no == 0) { bul->act_no = 1; switch (bul->direct) { case DIR_LEFT: bul->xm = -0x400; break; case DIR_UP: bul->xm = gMC.xm; if (gMC.xm < 0) bul->direct = DIR_LEFT; else bul->direct = DIR_RIGHT; if (gMC.direct == DIR_LEFT) bul->xm -= 0x80; else bul->xm += 0x80; bul->ym = -0x5FF; break; case DIR_RIGHT: bul->xm = 0x400; break; case DIR_DOWN: bul->xm = gMC.xm; if (gMC.xm < 0) bul->direct = DIR_LEFT; else bul->direct = DIR_RIGHT; bul->ym = 0x5FF; break; } } else { if (bul->flag & 8) bul->ym = -0x400; else if (bul->flag & 1) bul->xm = 0x400; else if (bul->flag & 4) bul->xm = -0x400; bul->ym += 85; if (bul->ym > 0x3FF) bul->ym = 0x3FF; bul->x += bul->xm; bul->y += bul->ym; if (bul->flag & 0xD) PlaySoundObject(34, SOUND_MODE_PLAY); } RECT rect_left1[4] = { {128, 0, 144, 16}, {144, 0, 160, 16}, {160, 0, 176, 16}, {176, 0, 192, 16}, }; RECT rect_right1[4] = { {128, 16, 144, 32}, {144, 16, 160, 32}, {160, 16, 176, 32}, {176, 16, 192, 32}, }; RECT rect_left2[3] = { {192, 16, 208, 32}, {208, 16, 224, 32}, {224, 16, 240, 32}, }; RECT rect_right2[3] = { {224, 16, 240, 32}, {208, 16, 224, 32}, {192, 16, 208, 32}, }; ++bul->ani_no; if (level == 1) { if (bul->ani_no > 3) bul->ani_no = 0; if (bul->direct == DIR_LEFT) bul->rect = rect_left1[bul->ani_no]; else bul->rect = rect_right1[bul->ani_no]; } else { if (bul->ani_no > 2) bul->ani_no = 0; if (bul->direct == DIR_LEFT) bul->rect = rect_left2[bul->ani_no]; else bul->rect = rect_right2[bul->ani_no]; if (level == 2) SetNpChar(129, bul->x, bul->y, 0, -0x200, bul->ani_no, NULL, 0x100); else SetNpChar(129, bul->x, bul->y, 0, -0x200, bul->ani_no + 3, NULL, 0x100); } } void ActBullet_MachineGun(BULLET *bul, int level) { int move; RECT rect1[4] = { {64, 0, 80, 16}, {80, 0, 96, 16}, {96, 0, 112, 16}, {112, 0, 128, 16}, }; RECT rect2[4] = { {64, 16, 80, 32}, {80, 16, 96, 32}, {96, 16, 112, 32}, {112, 16, 128, 32}, }; RECT rect3[4] = { {64, 32, 80, 48}, {80, 32, 96, 48}, {96, 32, 112, 48}, {112, 32, 128, 48}, }; if (++bul->count1 > bul->life_count) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_SHOOT, DIR_LEFT); return; } if (bul->act_no == 0) { switch (level) { case 1: move = 0x1000; break; case 2: move = 0x1000; break; case 3: move = 0x1000; break; } bul->act_no = 1; switch (bul->direct) { case DIR_LEFT: bul->xm = -move; bul->ym = Random(-0xAA, 0xAA); break; case DIR_UP: bul->ym = -move; bul->xm = Random(-0xAA, 0xAA); break; case DIR_RIGHT: bul->xm = move; bul->ym = Random(-0xAA, 0xAA); break; case DIR_DOWN: bul->ym = move; bul->xm = Random(-0xAA, 0xAA); break; } } else { bul->x += bul->xm; bul->y += bul->ym; switch (level) { case 1: bul->rect = rect1[bul->direct]; break; case 2: bul->rect = rect2[bul->direct]; if (bul->direct == DIR_UP || bul->direct == DIR_DOWN) SetNpChar(127, bul->x, bul->y, 0, 0, DIR_UP, NULL, 0x100); else SetNpChar(127, bul->x, bul->y, 0, 0, DIR_LEFT, NULL, 0x100); break; case 3: bul->rect = rect3[bul->direct]; SetNpChar(128, bul->x, bul->y, 0, 0, bul->direct, NULL, 0x100); break; } } } void ActBullet_Missile(BULLET *bul, int level) { BOOL bHit; static unsigned int inc; if (++bul->count1 > bul->life_count) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_SHOOT, DIR_LEFT); return; } bHit = FALSE; if (bul->life != 10) bHit = TRUE; if (bul->direct == DIR_LEFT && bul->flag & 1) bHit = TRUE; if (bul->direct == DIR_RIGHT && bul->flag & 4) bHit = TRUE; if (bul->direct == DIR_UP && bul->flag & 2) bHit = TRUE; if (bul->direct == DIR_DOWN && bul->flag & 8) bHit = TRUE; if (bul->direct == DIR_LEFT && bul->flag & 0x80) bHit = TRUE; if (bul->direct == DIR_LEFT && bul->flag & 0x20) bHit = TRUE; if (bul->direct == DIR_RIGHT && bul->flag & 0x40) bHit = TRUE; if (bul->direct == DIR_RIGHT && bul->flag & 0x10) bHit = TRUE; if (bHit) { SetBullet(level + 15, bul->x, bul->y, DIR_LEFT); bul->cond = 0; } switch (bul->act_no) { case 0: bul->act_no = 1; switch (bul->direct) { case DIR_LEFT: case DIR_RIGHT: bul->tgt_y = bul->y; break; case DIR_UP: case DIR_DOWN: bul->tgt_x = bul->x; break; } if (level == 3) { switch (bul->direct) { case DIR_LEFT: case DIR_RIGHT: if (bul->y > gMC.y) bul->ym = 0x100; else bul->ym = -0x100; bul->xm = Random(-0x200, 0x200); break; case DIR_UP: case DIR_DOWN: if (bul->x > gMC.x) bul->xm = 0x100; else bul->xm = -0x100; bul->ym = Random(-0x200, 0x200); break; } switch (++inc % 3) { case 0: bul->ani_no = 0x80; break; case 1: bul->ani_no = 0x40; break; case 2: bul->ani_no = 0x33; break; } } else { bul->ani_no = 0x80; } // Fallthrough case 1: switch (bul->direct) { case DIR_LEFT: bul->xm += -bul->ani_no; break; case DIR_UP: bul->ym += -bul->ani_no; break; case DIR_RIGHT: bul->xm += bul->ani_no; break; case DIR_DOWN: bul->ym += bul->ani_no; break; } if (level == 3) { switch (bul->direct) { case DIR_LEFT: case DIR_RIGHT: if (bul->y < bul->tgt_y) bul->ym += 0x20; else bul->ym -= 0x20; break; case DIR_UP: case DIR_DOWN: if (bul->x < bul->tgt_x) bul->xm += 0x20; else bul->xm -= 0x20; break; } } if (bul->xm < -0xA00) bul->xm = -0xA00; if (bul->xm > 0xA00) bul->xm = 0xA00; if (bul->ym < -0xA00) bul->ym = -0xA00; if (bul->ym > 0xA00) bul->ym = 0xA00; bul->x += bul->xm; bul->y += bul->ym; break; } if (++bul->count2 > 2) { bul->count2 = 0; switch (bul->direct) { case DIR_LEFT: SetCaret(bul->x + (8 * 0x200), bul->y, CARET_EXHAUST, DIR_RIGHT); break; case DIR_UP: SetCaret(bul->x, bul->y + (8 * 0x200), CARET_EXHAUST, DIR_DOWN); break; case DIR_RIGHT: SetCaret(bul->x - (8 * 0x200), bul->y, CARET_EXHAUST, DIR_LEFT); break; case DIR_DOWN: SetCaret(bul->x, bul->y - (8 * 0x200), CARET_EXHAUST, DIR_UP); break; } } RECT rect1[4] = { {0, 0, 16, 16}, {16, 0, 32, 16}, {32, 0, 48, 16}, {48, 0, 64, 16}, }; RECT rect2[4] = { {0, 16, 16, 32}, {16, 16, 32, 32}, {32, 16, 48, 32}, {48, 16, 64, 32}, }; RECT rect3[4] = { {0, 32, 16, 48}, {16, 32, 32, 48}, {32, 32, 48, 48}, {48, 32, 64, 48}, }; switch (level) { case 1: bul->rect = rect1[bul->direct]; break; case 2: bul->rect = rect2[bul->direct]; break; case 3: bul->rect = rect3[bul->direct]; break; } } void ActBullet_Bom(BULLET *bul, int level) { switch (bul->act_no) { case 0: bul->act_no = 1; switch (level) { case 1: bul->act_wait = 10; break; case 2: bul->act_wait = 15; break; case 3: bul->act_wait = 5; break; } PlaySoundObject(44, SOUND_MODE_PLAY); // Fallthrough case 1: switch (level) { case 1: if (bul->act_wait % 3 == 0) SetDestroyNpCharUp(bul->x + (Random(-16, 16) * 0x200), bul->y + (Random(-16, 16) * 0x200), bul->enemyXL, 2); break; case 2: if (bul->act_wait % 3 == 0) SetDestroyNpCharUp(bul->x + (Random(-32, 32) * 0x200), bul->y + (Random(-32, 32) * 0x200), bul->enemyXL, 2); break; case 3: if (bul->act_wait % 3 == 0) SetDestroyNpCharUp(bul->x + (Random(-40, 40) * 0x200), bul->y + (Random(-40, 40) * 0x200), bul->enemyXL, 2); break; } if (--bul->act_wait < 0) bul->cond = 0; break; } } void ActBullet_Bubblin1(BULLET *bul) { if (bul->flag & 0x2FF) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); return; } switch (bul->act_no) { case 0: bul->act_no = 1; switch (bul->direct) { case DIR_LEFT: bul->xm = -0x600; break; case DIR_RIGHT: bul->xm = 0x600; break; case DIR_UP: bul->ym = -0x600; break; case DIR_DOWN: bul->ym = 0x600; break; } break; } switch (bul->direct) { case DIR_LEFT: bul->xm += 0x2A; break; case DIR_RIGHT: bul->xm -= 0x2A; break; case DIR_UP: bul->ym += 0x2A; break; case DIR_DOWN: bul->ym -= 0x2A; break; } bul->x += bul->xm; bul->y += bul->ym; if (++bul->act_wait > 40) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_PROJECTILE_DISSIPATION_TINY, DIR_LEFT); } RECT rect[4] = { {192, 0, 200, 8}, {200, 0, 208, 8}, {208, 0, 216, 8}, {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 == DIR_LEFT && bul->flag & 1) bDelete = TRUE; if (bul->direct == DIR_RIGHT && bul->flag & 4) bDelete = TRUE; if (bul->direct == DIR_UP && bul->flag & 2) bDelete = TRUE; if (bul->direct == DIR_DOWN && bul->flag & 8) bDelete = TRUE; if (bDelete) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); return; } switch (bul->act_no) { case 0: bul->act_no = 1; switch (bul->direct) { case DIR_LEFT: bul->xm = -0x600; bul->ym = Random(-0x100, 0x100); break; case DIR_RIGHT: bul->xm = 0x600; bul->ym = Random(-0x100, 0x100); break; case DIR_UP: bul->ym = -0x600; bul->xm = Random(-0x100, 0x100); break; case DIR_DOWN: bul->ym = 0x600; bul->xm = Random(-0x100, 0x100); break; } break; } switch (bul->direct) { case DIR_LEFT: bul->xm += 0x10; break; case DIR_RIGHT: bul->xm -= 0x10; break; case DIR_UP: bul->ym += 0x10; break; case DIR_DOWN: 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, CARET_PROJECTILE_DISSIPATION_TINY, DIR_LEFT); } RECT rect[4] = { {192, 8, 200, 16}, {200, 8, 208, 16}, {208, 8, 216, 16}, {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)) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT); PlaySoundObject(100, SOUND_MODE_PLAY); if (gMC.up) SetBullet(22, bul->x, bul->y, DIR_UP); else if (gMC.down) SetBullet(22, bul->x, bul->y, DIR_DOWN); else SetBullet(22, bul->x, bul->y, gMC.direct); return; } switch (bul->act_no) { case 0: bul->act_no = 1; switch (bul->direct) { case DIR_LEFT: bul->xm = Random(-0x400, -0x200); bul->ym = (Random(-4, 4) * 0x200) / 2; break; case DIR_RIGHT: bul->xm = Random(0x200, 0x400); bul->ym = (Random(-4, 4) * 0x200) / 2; break; case DIR_UP: bul->ym = Random(-0x400, -0x200); bul->xm = (Random(-4, 4) * 0x200) / 2; break; case DIR_DOWN: bul->ym = Random(0x80, 0x100); bul->xm = (Random(-4, 4) * 0x200) / 2; break; } break; } if (bul->x < gMC.x) bul->xm += 0x20; if (bul->x > gMC.x) bul->xm -= 0x20; if (bul->y < gMC.y) bul->ym += 0x20; if (bul->y > gMC.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] = { {240, 16, 248, 24}, {248, 16, 256, 24}, {240, 24, 248, 32}, {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]; } void ActBullet_Spine(BULLET *bul) { if (++bul->count1 > bul->life_count || bul->flag & 8) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_SHOOT, DIR_LEFT); return; } if (bul->act_no == 0) { bul->act_no = 1; switch (bul->direct) { case DIR_LEFT: bul->xm = (-Random(10, 16) * 0x200) / 2; break; case DIR_UP: bul->ym = (-Random(10, 16) * 0x200) / 2; break; case DIR_RIGHT: bul->xm = (Random(10, 16) * 0x200) / 2; break; case DIR_DOWN: bul->ym = (Random(10, 16) * 0x200) / 2; break; } } else { bul->x += bul->xm; bul->y += bul->ym; } if (++bul->ani_wait > 1) { bul->ani_wait = 0; ++bul->ani_no; } if (bul->ani_no > 1) bul->ani_no = 0; RECT rcLeft[2] = { {224, 0, 232, 8}, {232, 0, 240, 8}, }; RECT rcRight[2] = { {224, 0, 232, 8}, {232, 0, 240, 8}, }; RECT rcDown[2] = { {224, 8, 232, 16}, {232, 8, 240, 16}, }; switch (bul->direct) { case DIR_LEFT: bul->rect = rcLeft[bul->ani_no]; break; case DIR_UP: bul->rect = rcDown[bul->ani_no]; break; case DIR_RIGHT: bul->rect = rcRight[bul->ani_no]; break; case DIR_DOWN: bul->rect = rcDown[bul->ani_no]; break; } } void ActBullet_Sword1(BULLET *bul) { if (++bul->count1 > bul->life_count) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_SHOOT, DIR_LEFT); return; } if (bul->count1 == 3) bul->bbits &= ~4; if (bul->count1 % 5 == 1) PlaySoundObject(34, SOUND_MODE_PLAY); if (bul->act_no == 0) { bul->act_no = 1; switch (bul->direct) { case DIR_LEFT: bul->xm = -0x800; break; case DIR_UP: bul->ym = -0x800; break; case DIR_RIGHT: bul->xm = 0x800; break; case DIR_DOWN: bul->ym = 0x800; break; } } else { bul->x += bul->xm; bul->y += bul->ym; } RECT rcLeft[4] = { {0, 48, 16, 64}, {16, 48, 32, 64}, {32, 48, 48, 64}, {48, 48, 64, 64}, }; RECT rcRight[4] = { {64, 48, 80, 64}, {80, 48, 96, 64}, {96, 48, 112, 64}, {112, 48, 128, 64}, }; if (++bul->ani_wait > 1) { bul->ani_wait = 0; ++bul->ani_no; } if (bul->ani_no > 3) bul->ani_no = 0; if (bul->direct == DIR_LEFT) bul->rect = rcLeft[bul->ani_no]; else bul->rect = rcRight[bul->ani_no]; } void ActBullet_Sword2(BULLET *bul) { if (++bul->count1 > bul->life_count) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_SHOOT, DIR_LEFT); return; } if (bul->count1 == 3) bul->bbits &= ~4; if (bul->count1 % 7 == 1) PlaySoundObject(106, SOUND_MODE_PLAY); if (bul->act_no == 0) { bul->act_no = 1; switch (bul->direct) { case DIR_LEFT: bul->xm = -0x800; break; case DIR_UP: bul->ym = -0x800; break; case DIR_RIGHT: bul->xm = 0x800; break; case DIR_DOWN: bul->ym = 0x800; break; } } else { bul->x += bul->xm; bul->y += bul->ym; } RECT rcLeft[4] = { {160, 48, 184, 72}, {184, 48, 208, 72}, {208, 48, 232, 72}, {232, 48, 256, 72}, }; RECT rcRight[4] = { {160, 72, 184, 96}, {184, 72, 208, 96}, {208, 72, 232, 96}, {232, 72, 256, 96}, }; if (++bul->ani_wait > 1) { bul->ani_wait = 0; ++bul->ani_no; } if (bul->ani_no > 3) bul->ani_no = 0; if (bul->direct == DIR_LEFT) bul->rect = rcLeft[bul->ani_no]; else bul->rect = rcRight[bul->ani_no]; } void ActBullet_Sword3(BULLET *bul) { RECT rcLeft[2] = { {272, 0, 296, 24}, {296, 0, 320, 24}, }; RECT rcUp[2] = { {272, 48, 296, 72}, {296, 0, 320, 24}, }; RECT rcRight[2] = { {272, 24, 296, 48}, {296, 24, 320, 48}, }; RECT rcDown[2] = { {296, 48, 320, 72}, {296, 24, 320, 48}, }; switch (bul->act_no) { case 0: bul->act_no = 1; bul->xm = 0; bul->ym = 0; // Fallthrough case 1: switch (bul->direct) { case DIR_LEFT: bul->xm = -0x800; break; case DIR_UP: bul->ym = -0x800; break; case DIR_RIGHT: bul->xm = 0x800; break; case DIR_DOWN: bul->ym = 0x800; break; } if (bul->life != 100) { bul->act_no = 2; bul->ani_no = 1; bul->damage = -1; bul->act_wait = 0; } if (++bul->act_wait % 4 == 1) { PlaySoundObject(106, SOUND_MODE_PLAY); if (++bul->count1 % 2) SetBullet(23, bul->x, bul->y, DIR_LEFT); else SetBullet(23, bul->x, bul->y, DIR_RIGHT); } if (++bul->count1 == 5) bul->bbits &= ~4; if (bul->count1 > bul->life_count) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_SHOOT, DIR_LEFT); return; } break; case 2: bul->xm = 0; bul->ym = 0; ++bul->act_wait; if (Random(-1, 1) == 0) { PlaySoundObject(106, SOUND_MODE_PLAY); if (Random(0, 1) % 2) SetBullet(23, bul->x + (Random(-0x40, 0x40) * 0x200), bul->y + (Random(-0x40, 0x40) * 0x200), DIR_LEFT); else SetBullet(23, bul->x + (Random(-0x40, 0x40) * 0x200), bul->y + (Random(-0x40, 0x40) * 0x200), DIR_RIGHT); } if (bul->act_wait > 50) bul->cond = 0; } bul->x += bul->xm; bul->y += bul->ym; switch (bul->direct) { case DIR_LEFT: bul->rect = rcLeft[bul->ani_no]; break; case DIR_UP: bul->rect = rcUp[bul->ani_no]; break; case DIR_RIGHT: bul->rect = rcRight[bul->ani_no]; break; case DIR_DOWN: bul->rect = rcDown[bul->ani_no]; break; } if (bul->act_wait % 2) bul->rect.right = 0; } void ActBullet_Edge(BULLET *bul) { switch (bul->act_no) { case 0: bul->act_no = 1; bul->y -= 12 * 0x200; if (bul->direct == DIR_LEFT) bul->x += 16 * 0x200; else bul->x -= 16 * 0x200; // Fallthrough case 1: if (++bul->ani_wait > 2) { bul->ani_wait = 0; ++bul->ani_no; } if (bul->direct == DIR_LEFT) bul->x -= 2 * 0x200; else bul->x += 2 * 0x200; bul->y += 2 * 0x200; if (bul->ani_no == 1) bul->damage = 2; else bul->damage = 1; if (bul->ani_no > 4) { bul->cond = 0; #ifdef FIX_MAJOR_BUGS return; // The code below will use 'ani_no' to access 'rcLeft' and 'rcRight', even though it's now too high #endif } break; } RECT rcLeft[5] = { {0, 64, 24, 88}, {24, 64, 48, 88}, {48, 64, 72, 88}, {72, 64, 96, 88}, {96, 64, 120, 88}, }; RECT rcRight[5] = { {0, 88, 24, 112}, {24, 88, 48, 112}, {48, 88, 72, 112}, {72, 88, 96, 112}, {96, 88, 120, 112}, }; if (bul->direct == DIR_LEFT) bul->rect = rcLeft[bul->ani_no]; else bul->rect = rcRight[bul->ani_no]; } void ActBullet_Drop(BULLET *bul) { RECT rc = {0, 0, 0, 0}; if (++bul->act_wait > 2) bul->cond = 0; bul->rect = rc; } void ActBullet_SuperMissile(BULLET *bul, int level) { BOOL bHit; static unsigned int inc; if (++bul->count1 > bul->life_count) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_SHOOT, DIR_LEFT); return; } bHit = FALSE; if (bul->life != 10) bHit = TRUE; if (bul->direct == DIR_LEFT && bul->flag & 1) bHit = TRUE; if (bul->direct == DIR_RIGHT && bul->flag & 4) bHit = TRUE; if (bul->direct == DIR_UP && bul->flag & 2) bHit = TRUE; if (bul->direct == DIR_DOWN && bul->flag & 8) bHit = TRUE; if (bul->direct == DIR_LEFT && bul->flag & 0x80) bHit = TRUE; if (bul->direct == DIR_LEFT && bul->flag & 0x20) bHit = TRUE; if (bul->direct == DIR_RIGHT && bul->flag & 0x40) bHit = TRUE; if (bul->direct == DIR_RIGHT && bul->flag & 0x10) bHit = TRUE; if (bHit) { SetBullet(level + 30, bul->x, bul->y, DIR_LEFT); bul->cond = 0; } switch (bul->act_no) { case 0: bul->act_no = 1; switch (bul->direct) { case DIR_LEFT: case DIR_RIGHT: bul->tgt_y = bul->y; bul->enemyXL = 0x1000; bul->blockXL = 0x1000; break; case DIR_UP: case DIR_DOWN: bul->tgt_x = bul->x; bul->enemyYL = 0x1000; bul->blockYL = 0x1000; break; } if (level == 3) { switch (bul->direct) { case DIR_LEFT: case DIR_RIGHT: if (bul->y > gMC.y) bul->ym = 0x100; else bul->ym = -0x100; bul->xm = Random(-0x200, 0x200); break; case DIR_UP: case DIR_DOWN: if (bul->x > gMC.x) bul->xm = 0x100; else bul->xm = -0x100; bul->ym = Random(-0x200, 0x200); break; } switch (++inc % 3) { case 0: bul->ani_no = 0x200; break; case 1: bul->ani_no = 0x100; break; case 2: bul->ani_no = 0xAA; break; } } else { bul->ani_no = 0x200; } // Fallthrough case 1: switch (bul->direct) { case DIR_LEFT: bul->xm += -bul->ani_no; break; case DIR_UP: bul->ym += -bul->ani_no; break; case DIR_RIGHT: bul->xm += bul->ani_no; break; case DIR_DOWN: bul->ym += bul->ani_no; break; } if (level == 3) { switch (bul->direct) { case DIR_LEFT: case DIR_RIGHT: if (bul->y < bul->tgt_y) bul->ym += 0x40; else bul->ym -= 0x40; break; case DIR_UP: case DIR_DOWN: if (bul->x < bul->tgt_x) bul->xm += 0x40; else bul->xm -= 0x40; break; } } if (bul->xm < -0x1400) bul->xm = -0x1400; if (bul->xm > 0x1400) bul->xm = 0x1400; if (bul->ym < -0x1400) bul->ym = -0x1400; if (bul->ym > 0x1400) bul->ym = 0x1400; bul->x += bul->xm; bul->y += bul->ym; break; } if (++bul->count2 > 2) { bul->count2 = 0; switch (bul->direct) { case DIR_LEFT: SetCaret(bul->x + (8 * 0x200), bul->y, CARET_EXHAUST, DIR_RIGHT); break; case DIR_UP: SetCaret(bul->x, bul->y + (8 * 0x200), CARET_EXHAUST, DIR_DOWN); break; case DIR_RIGHT: SetCaret(bul->x - (8 * 0x200), bul->y, CARET_EXHAUST, DIR_LEFT); break; case DIR_DOWN: SetCaret(bul->x, bul->y - (8 * 0x200), CARET_EXHAUST, DIR_UP); break; } } RECT rect1[4] = { {120, 96, 136, 112}, {136, 96, 152, 112}, {152, 96, 168, 112}, {168, 96, 184, 112}, }; RECT rect2[4] = { {184, 96, 200, 112}, {200, 96, 216, 112}, {216, 96, 232, 112}, {232, 96, 248, 112}, }; switch (level) { case 1: bul->rect = rect1[bul->direct]; break; case 2: bul->rect = rect2[bul->direct]; break; case 3: bul->rect = rect1[bul->direct]; break; } } void ActBullet_SuperBom(BULLET *bul, int level) { switch (bul->act_no) { case 0: bul->act_no = 1; switch (level) { case 1: bul->act_wait = 10; break; case 2: bul->act_wait = 14; break; case 3: bul->act_wait = 6; break; } PlaySoundObject(44, SOUND_MODE_PLAY); // Fallthrough case 1: switch (level) { case 1: if (bul->act_wait % 3 == 0) SetDestroyNpCharUp(bul->x + (Random(-16, 16) * 0x200), bul->y + (Random(-16, 16) * 0x200), bul->enemyXL, 2); break; case 2: if (bul->act_wait % 3 == 0) SetDestroyNpCharUp(bul->x + (Random(-32, 32) * 0x200), bul->y + (Random(-32, 32) * 0x200), bul->enemyXL, 2); break; case 3: if (bul->act_wait % 3 == 0) SetDestroyNpCharUp(bul->x + (Random(-40, 40) * 0x200), bul->y + (Random(-40, 40) * 0x200), bul->enemyXL, 2); break; } if (--bul->act_wait < 0) bul->cond = 0; break; } } void ActBullet_Nemesis(BULLET *bul, int level) { if (++bul->count1 > bul->life_count) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_SHOOT, DIR_LEFT); return; } if (bul->act_no == 0) { bul->act_no = 1; bul->count1 = 0; switch (bul->direct) { case DIR_LEFT: bul->xm = -0x1000; break; case DIR_UP: bul->ym = -0x1000; break; case DIR_RIGHT: bul->xm = 0x1000; break; case DIR_DOWN: bul->ym = 0x1000; break; } switch (level) { case 3: bul->xm /= 3; bul->ym /= 3; break; } } else { if (level == 1 && bul->count1 % 4 == 1) { switch (bul->direct) { case DIR_LEFT: SetNpChar(4, bul->x, bul->y, -0x200, Random(-0x200, 0x200), DIR_RIGHT, NULL, 0x100); break; case DIR_UP: SetNpChar(4, bul->x, bul->y, Random(-0x200, 0x200), -0x200, DIR_RIGHT, NULL, 0x100); break; case DIR_RIGHT: SetNpChar(4, bul->x, bul->y, 0x200, Random(-0x200, 0x200), DIR_RIGHT, NULL, 0x100); break; case DIR_DOWN: SetNpChar(4, bul->x, bul->y, Random(-0x200, 0x200), 0x200, DIR_RIGHT, NULL, 0x100); break; } } bul->x += bul->xm; bul->y += bul->ym; } if (++bul->ani_no > 1) bul->ani_no = 0; RECT rcL[2] = { {0, 112, 32, 128}, {0, 128, 32, 144}, }; RECT rcU[2] = { {32, 112, 48, 144}, {48, 112, 64, 144}, }; RECT rcR[2] = { {64, 112, 96, 128}, {64, 128, 96, 144}, }; RECT rcD[2] = { {96, 112, 112, 144}, {112, 112, 128, 144}, }; switch (bul->direct) { case DIR_LEFT: bul->rect = rcL[bul->ani_no]; break; case DIR_UP: bul->rect = rcU[bul->ani_no]; break; case DIR_RIGHT: bul->rect = rcR[bul->ani_no]; break; case DIR_DOWN: bul->rect = rcD[bul->ani_no]; break; } bul->rect.top += ((level - 1) / 2) * 32; bul->rect.bottom += ((level - 1) / 2) * 32; bul->rect.left += ((level - 1) % 2) * 128; bul->rect.right += ((level - 1) % 2) * 128; } void ActBullet_Spur(BULLET *bul, int level) { if (++bul->count1 > bul->life_count) { bul->cond = 0; SetCaret(bul->x, bul->y, CARET_SHOOT, DIR_LEFT); return; } if (bul->damage && bul->life != 100) bul->damage = 0; if (bul->act_no == 0) { bul->act_no = 1; switch (bul->direct) { case DIR_LEFT: bul->xm = -0x1000; break; case DIR_UP: bul->ym = -0x1000; break; case DIR_RIGHT: bul->xm = 0x1000; break; case DIR_DOWN: bul->ym = 0x1000; break; } switch (level) { case 1: switch (bul->direct) { case DIR_LEFT: bul->enemyYL = 0x400; break; case DIR_UP: bul->enemyXL = 0x400; break; case DIR_RIGHT: bul->enemyYL = 0x400; break; case DIR_DOWN: bul->enemyXL = 0x400; break; } break; case 2: switch (bul->direct) { case DIR_LEFT: bul->enemyYL = 0x800; break; case DIR_UP: bul->enemyXL = 0x800; break; case DIR_RIGHT: bul->enemyYL = 0x800; break; case DIR_DOWN: bul->enemyXL = 0x800; break; } break; } } else { bul->x += bul->xm; bul->y += bul->ym; } RECT rect1[2] = { {128, 32, 144, 48}, {144, 32, 160, 48}, }; RECT rect2[2] = { {160, 32, 176, 48}, {176, 32, 192, 48}, }; RECT rect3[2] = { {128, 48, 144, 64}, {144, 48, 160, 64}, }; bul->damage = bul->life; switch (level) { case 1: if (bul->direct == DIR_UP || bul->direct == DIR_DOWN) bul->rect = rect1[1]; else bul->rect = rect1[0]; break; case 2: if (bul->direct == DIR_UP || bul->direct == DIR_DOWN) bul->rect = rect2[1]; else bul->rect = rect2[0]; break; case 3: if (bul->direct == DIR_UP || bul->direct == DIR_DOWN) bul->rect = rect3[1]; else bul->rect = rect3[0]; break; } SetBullet(39 + level, bul->x, bul->y, bul->direct); } void ActBullet_SpurTail(BULLET *bul, int level) { if (++bul->count1 > 20) bul->ani_no = bul->count1 - 20; if (bul->ani_no > 2) { bul->cond = 0; #ifdef FIX_MAJOR_BUGS return; // Avoid accessing the RECT arrays with an out-of-bounds index #endif } if (bul->damage && bul->life != 100) bul->damage = 0; RECT rc_h_lv1[3] = { {192, 32, 200, 40}, {200, 32, 208, 40}, {208, 32, 216, 40}, }; RECT rc_v_lv1[3] = { {192, 40, 200, 48}, {200, 40, 208, 48}, {208, 40, 216, 48}, }; RECT rc_h_lv2[3] = { {216, 32, 224, 40}, {224, 32, 232, 40}, {232, 32, 240, 40}, }; RECT rc_v_lv2[3] = { {216, 40, 224, 48}, {224, 40, 232, 48}, {232, 40, 240, 48}, }; RECT rc_h_lv3[3] = { {240, 32, 248, 40}, {248, 32, 256, 40}, {256, 32, 264, 40}, }; RECT rc_v_lv3[3] = { {240, 32, 248, 40}, {248, 32, 256, 40}, {256, 32, 264, 40}, }; switch (level) { case 1: if (bul->direct == DIR_LEFT || bul->direct == DIR_RIGHT) bul->rect = rc_h_lv1[bul->ani_no]; else bul->rect = rc_v_lv1[bul->ani_no]; break; case 2: if (bul->direct == DIR_LEFT || bul->direct == DIR_RIGHT) bul->rect = rc_h_lv2[bul->ani_no]; else bul->rect = rc_v_lv2[bul->ani_no]; break; case 3: if (bul->direct == DIR_LEFT || bul->direct == DIR_RIGHT) bul->rect = rc_h_lv3[bul->ani_no]; else bul->rect = rc_v_lv3[bul->ani_no]; break; } } void ActBullet_EnemyClear(BULLET *bul) { if (++bul->count1 > bul->life_count) { bul->cond = 0; return; } bul->damage = 10000; bul->enemyXL = 0xC8000; bul->enemyYL = 0xC8000; } void ActBullet_Star(BULLET *bul) { if (++bul->count1 > bul->life_count) bul->cond = 0; } void ActBullet(void) { int i; for (i = 0; i < BULLET_MAX; ++i) { if (gBul[i].cond & 0x80) { if (gBul[i].life < 1) { gBul[i].cond = 0; continue; } switch (gBul[i].code_bullet) { // Snake case 1: ActBullet_Frontia1(&gBul[i]); break; case 2: ActBullet_Frontia2(&gBul[i], 2); break; case 3: ActBullet_Frontia2(&gBul[i], 3); break; // Polar Star case 4: ActBullet_PoleStar(&gBul[i], 1); break; case 5: ActBullet_PoleStar(&gBul[i], 2); break; case 6: ActBullet_PoleStar(&gBul[i], 3); break; // Fireball case 7: ActBullet_FireBall(&gBul[i], 1); break; case 8: ActBullet_FireBall(&gBul[i], 2); break; case 9: ActBullet_FireBall(&gBul[i], 3); break; // Machine Gun case 10: ActBullet_MachineGun(&gBul[i], 1); break; case 11: ActBullet_MachineGun(&gBul[i], 2); break; case 12: ActBullet_MachineGun(&gBul[i], 3); break; // Missile Launcher case 13: ActBullet_Missile(&gBul[i], 1); break; case 14: ActBullet_Missile(&gBul[i], 2); break; case 15: ActBullet_Missile(&gBul[i], 3); break; // Missile Launcher explosion case 16: ActBullet_Bom(&gBul[i], 1); break; case 17: ActBullet_Bom(&gBul[i], 2); break; case 18: ActBullet_Bom(&gBul[i], 3); break; // Bubbler case 19: ActBullet_Bubblin1(&gBul[i]); break; case 20: ActBullet_Bubblin2(&gBul[i]); break; case 21: ActBullet_Bubblin3(&gBul[i]); break; // Bubbler level 3 spines case 22: ActBullet_Spine(&gBul[i]); break; // Blade slashes case 23: ActBullet_Edge(&gBul[i]); break; // Falling spike that deals 127 damage case 24: ActBullet_Drop(&gBul[i]); break; // Blade case 25: ActBullet_Sword1(&gBul[i]); break; case 26: ActBullet_Sword2(&gBul[i]); break; case 27: ActBullet_Sword3(&gBul[i]); break; // Super Missile Launcher case 28: ActBullet_SuperMissile(&gBul[i], 1); break; case 29: ActBullet_SuperMissile(&gBul[i], 2); break; case 30: ActBullet_SuperMissile(&gBul[i], 3); break; // Super Missile Launcher explosion case 31: ActBullet_SuperBom(&gBul[i], 1); break; case 32: ActBullet_SuperBom(&gBul[i], 2); break; case 33: ActBullet_SuperBom(&gBul[i], 3); break; // Nemesis case 34: // Identical to case 43 ActBullet_Nemesis(&gBul[i], 1); break; case 35: ActBullet_Nemesis(&gBul[i], 2); break; case 36: ActBullet_Nemesis(&gBul[i], 3); break; // Spur case 37: ActBullet_Spur(&gBul[i], 1); break; case 38: ActBullet_Spur(&gBul[i], 2); break; case 39: ActBullet_Spur(&gBul[i], 3); break; // Spur trail case 40: ActBullet_SpurTail(&gBul[i], 1); break; case 41: ActBullet_SpurTail(&gBul[i], 2); break; case 42: ActBullet_SpurTail(&gBul[i], 3); break; // Curly's Nemesis case 43: // Identical to case 34 ActBullet_Nemesis(&gBul[i], 1); break; // Screen-nuke that kills all enemies case 44: ActBullet_EnemyClear(&gBul[i]); break; // Whimsical Star case 45: ActBullet_Star(&gBul[i]); break; } } } } BOOL IsActiveSomeBullet(void) { int i; for (i = 0; i < BULLET_MAX; ++i) { if (gBul[i].cond & 0x80) { switch (gBul[i].code_bullet) { case 13: case 14: case 15: case 16: case 17: case 18: case 23: case 25: case 26: case 27: case 28: case 29: case 30: case 31: case 32: case 33: return TRUE; } } } return FALSE; }