ref: 66e96f47b7063835eb145156a2587d002518a58d
dir: /src/Bullet.cpp/
#include "Bullet.h"
#include "Draw.h"
#include "Caret.h"
#include "NpChar.h"
#include "Game.h"
BULLET_TABLE gBulTbl[46] =
{
{0, 0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0}},
{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}},
{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}},
{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}},
{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}},
{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}},
{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}},
{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}},
{3, 1, 32, 32, 2, 2, 2, 2, {4, 4, 4, 4}},
{0, 100, 0, 36, 8, 8, 8, 8, {12, 12, 12, 12}},
{127, 1, 2, 4, 8, 4, 8, 4, {0, 0, 0, 0}},
{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}},
{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}},
{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}},
{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}},
{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}},
{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}},
{4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
{0, 4, 4, 4, 0, 0, 0, 0, {0, 0, 0, 0}},
{1, 1, 1, 36, 1, 1, 1, 1, {1, 1, 1, 1}}
};
BULLET gBul[BULLET_MAX];
void InitBullet()
{
for (int i = 0; i < BULLET_MAX; i++)
gBul[i].cond = 0;
}
int CountArmsBullet(int arms_code)
{
int count = 0;
for (int 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 count = 0;
for (int i = 0; i < BULLET_MAX; i++)
{
if (gBul[i].cond & 0x80 && gBul[i].code_bullet == bullet_code)
++count;
}
return count;
}
void DeleteBullet(int code)
{
for (int i = 0; i < BULLET_MAX; i++)
{
if (gBul[i].cond & 0x80)
{
if ((gBul[i].code_bullet + 2) / 3 == code)
gBul[i].cond = 0;
}
}
}
void ClearBullet()
{
for (int i = 0; i < BULLET_MAX; i++)
gBul[i].cond = 0;
}
void PutBullet(int fx, int fy)
{
for (int i = 0; i < BULLET_MAX; i++)
{
if (gBul[i].cond & 0x80)
{
int x, y;
switch (gBul[i].direct)
{
case 0:
x = gBul[i].x - gBul[i].view.front;
y = gBul[i].y - gBul[i].view.top;
break;
case 1:
x = gBul[i].x - gBul[i].view.top;
y = gBul[i].y - gBul[i].view.front;
break;
case 2:
x = gBul[i].x - gBul[i].view.back;
y = gBul[i].y - gBul[i].view.top;
break;
case 3:
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, 17);
}
}
}
void SetBullet(int no, int x, int y, int dir)
{
for (int i = 0; i < BULLET_MAX; i++)
{
if (!(gBul[i].cond & 0x80))
{
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 << 9;
gBul[i].enemyYL = gBulTbl[no].enemyYL << 9;
gBul[i].blockXL = gBulTbl[no].blockXL << 9;
gBul[i].blockYL = gBulTbl[no].blockYL << 9;
gBul[i].view.back = gBulTbl[no].view.back << 9;
gBul[i].view.front = gBulTbl[no].view.front << 9;
gBul[i].view.top = gBulTbl[no].view.top << 9;
gBul[i].view.bottom = gBulTbl[no].view.bottom << 9;
gBul[i].x = x;
gBul[i].y = y;
break;
}
}
}
void ActBullet_PoleStar(BULLET *bul, int level)
{
if (++bul->count1 <= bul->life_count)
{
if (bul->act_no)
{
//Move
bul->x += bul->xm;
bul->y += bul->ym;
}
else
{
bul->act_no = 1;
//Set speed
switch (bul->direct)
{
case 0:
bul->xm = -0x1000;
break;
case 1:
bul->ym = -0x1000;
break;
case 2:
bul->xm = 0x1000;
break;
case 3:
bul->ym = 0x1000;
break;
}
//Set hitbox
if (level == 1)
{
switch (bul->direct)
{
case 0:
bul->enemyYL = 0x400;
break;
case 1:
bul->enemyXL = 0x400;
break;
case 2:
bul->enemyYL = 0x400;
break;
case 3:
bul->enemyXL = 0x400;
break;
}
}
else if (level == 2)
{
switch (bul->direct)
{
case 0:
bul->enemyYL = 0x800;
break;
case 1:
bul->enemyXL = 0x800;
break;
case 2:
bul->enemyYL = 0x800;
break;
case 3:
bul->enemyXL = 0x800;
break;
}
}
//Set framerect
switch (level)
{
case 1:
if (bul->direct != 1 && bul->direct != 3)
bul->rect = {128, 32, 144, 48};
else
bul->rect = {144, 32, 160, 48};
break;
case 2:
if (bul->direct != 1 && bul->direct != 3)
bul->rect = {160, 32, 176, 48};
else
bul->rect = {176, 32, 192, 48};
break;
case 3:
if (bul->direct != 1 && bul->direct != 3)
bul->rect = {128, 48, 144, 64};
else
bul->rect = {144, 48, 160, 64};
break;
}
}
}
else
{
bul->cond = 0;
SetCaret(bul->x, bul->y, 3, 0);
}
}
void ActBullet_MachineGun(BULLET *bul, int level)
{
RECT rect1[4];
RECT rect2[4];
RECT rect3[4];
rect1[0] = {64, 0, 80, 16};
rect1[1] = {80, 0, 96, 16};
rect1[2] = {96, 0, 112, 16};
rect1[3] = {112, 0, 128, 16};
rect2[0] = {64, 16, 80, 32};
rect2[1] = {80, 16, 96, 32};
rect2[2] = {96, 16, 112, 32};
rect2[3] = {112, 16, 128, 32};
rect3[0] = {64, 32, 80, 48};
rect3[1] = {80, 32, 96, 48};
rect3[2] = {96, 32, 112, 48};
rect3[3] = {112, 32, 128, 48};
if (++bul->count1 <= bul->life_count)
{
if (bul->act_no)
{
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 != 1 && bul->direct != 3)
SetNpChar(127, bul->x, bul->y, 0, 0, 0, 0, 256);
else
SetNpChar(127, bul->x, bul->y, 0, 0, 1, 0, 256);
break;
case 3:
bul->rect = rect3[bul->direct];
SetNpChar(128, bul->x, bul->y, 0, 0, bul->direct, 0, 256);
break;
}
}
else
{
int move;
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 0:
bul->xm = -move;
bul->ym = Random(-0xAA, 0xAA);
break;
case 1:
bul->xm = Random(-0xAA, 0xAA);
bul->ym = -move;
break;
case 2:
bul->xm = move;
bul->ym = Random(-0xAA, 0xAA);
break;
case 3:
bul->xm = Random(-0xAA, 0xAA);
bul->ym = move;
break;
}
}
}
else
{
bul->cond = 0;
SetCaret(bul->x, bul->y, 3, 0);
}
}
void ActBullet()
{
for (int i = 0; i < BULLET_MAX; i++)
{
if (gBul[i].cond & 0x80)
{
if (gBul[i].life > 0)
{
switch (gBul[i].code_bullet)
{
case 4:
ActBullet_PoleStar(&gBul[i], 1);
break;
case 5:
ActBullet_PoleStar(&gBul[i], 2);
break;
case 6:
ActBullet_PoleStar(&gBul[i], 3);
break;
case 10:
ActBullet_MachineGun(&gBul[i], 1);
break;
case 11:
ActBullet_MachineGun(&gBul[i], 2);
break;
case 12:
ActBullet_MachineGun(&gBul[i], 3);
break;
}
}
else
{
gBul[i].cond = 0;
}
}
}
}