CSE2-tweaks/src/Bullet.cpp

2509 lines
43 KiB
C++

// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK.
//
// The original code belongs to Daisuke "Pixel" Amaya.
//
// Modifications and custom code are under the MIT licence.
// See LICENCE.txt for details.
#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, SubpixelToScreenCoord(x) - SubpixelToScreenCoord(fx), SubpixelToScreenCoord(y) - SubpixelToScreenCoord(fy), &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;
}