ref: ff44d2fd0653d45f549a7f85dac736447083844b
dir: /src/Star.cpp/
#include "Star.h" #include <string.h> #include "WindowsWrapper.h" #include "Bullet.h" #include "Draw.h" #include "Game.h" #include "MyChar.h" static struct { int cond; int code; int direct; int x; int y; int xm; int ym; int act_no; int act_wait; int ani_no; int ani_wait; int view_left; int view_top; RECT rect; } star[3]; void InitStar(void) { // Clear stars memset(star, 0, sizeof(star)); // Position star[0].x = gMC.x; star[0].y = gMC.y; star[1].x = gMC.x; star[1].y = gMC.y; star[2].x = gMC.x; star[2].y = gMC.y; // Speed star[0].xm = 0x400; star[0].ym = -0x200; star[1].xm = -0x200; star[1].ym = 0x400; star[2].xm = 0x200; star[2].ym = 0x200; } void ActStar(void) { int i; static int a; ++a; a %= 3; for (i = 0; i < 3; ++i) { if (i != 0) { if (star[i - 1].x < star[i].x) star[i].xm -= 0x80; else star[i].xm += 0x80; if (star[i - 1].y < star[i].y) star[i].ym -= 0xAA; else star[i].ym += 0xAA; } else { if (gMC.x < star[i].x) star[i].xm -= 0x80; else star[i].xm += 0x80; if (gMC.y < star[i].y) star[i].ym -= 0xAA; else star[i].ym += 0xAA; } if (star[i].xm > 0xA00) star[i].xm = 0xA00; if (star[i].xm < -0xA00) star[i].xm = -0xA00; if (star[i].ym > 0xA00) star[i].ym = 0xA00; if (star[i].ym < -0xA00) star[i].ym = -0xA00; // Duplicate of the past 8 lines of code if (star[i].xm > 0xA00) star[i].xm = 0xA00; if (star[i].xm < -0xA00) star[i].xm = -0xA00; if (star[i].ym > 0xA00) star[i].ym = 0xA00; if (star[i].ym < -0xA00) star[i].ym = -0xA00; star[i].x += star[i].xm; star[i].y += star[i].ym; if (i < gMC.star && (gMC.equip & EQUIP_WHIMSICAL_STAR) && (g_GameFlags & 2) && a == i) SetBullet(45, star[a].x, star[a].y, 0); } } void PutStar(int fx, int fy) { RECT rc[3] = { {192, 0, 200, 8}, {192, 8, 200, 16}, {192, 16, 200, 24}, }; int i; if (gMC.cond & 2) return; if (!(gMC.equip & EQUIP_WHIMSICAL_STAR)) return; for (i = 0; i < 3; ++i) if (i < gMC.star) PutBitmap3(&grcGame, (star[i].x / 0x200) - (fx / 0x200) - 4, (star[i].y / 0x200) - (fy / 0x200) - 4, &rc[i], SURFACE_ID_MY_CHAR); }