diff --git a/src/Bullet.cpp b/src/Bullet.cpp index 55ba282b..0c864968 100644 --- a/src/Bullet.cpp +++ b/src/Bullet.cpp @@ -79,19 +79,19 @@ void PutBullet(int fx, int fy) { switch (gBul[i].direct) { - case 0: + case DIR_LEFT: x = gBul[i].x - gBul[i].view.front; y = gBul[i].y - gBul[i].view.top; break; - case 1: + case DIR_UP: x = gBul[i].x - gBul[i].view.top; y = gBul[i].y - gBul[i].view.front; break; - case 2: + case DIR_RIGHT: x = gBul[i].x - gBul[i].view.back; y = gBul[i].y - gBul[i].view.top; break; - case 3: + case DIR_DOWN: x = gBul[i].x - gBul[i].view.top; y = gBul[i].y - gBul[i].view.back; break; @@ -216,16 +216,16 @@ void ActBullet_Frontia1(BULLET *bul) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = -0x600; break; - case 1: + case DIR_UP: bul->ym = -0x600; break; - case 2: + case DIR_RIGHT: bul->xm = 0x600; break; - case 3: + case DIR_DOWN: bul->ym = 0x600; break; } @@ -259,7 +259,7 @@ void ActBullet_Frontia1(BULLET *bul) {136, 80, 152, 80}, }; - if (bul->direct == 0) + if (bul->direct == DIR_LEFT) bul->rect = rcLeft[bul->ani_no]; else bul->rect = rcRight[bul->ani_no]; @@ -283,16 +283,16 @@ void ActBullet_Frontia2(BULLET *bul, int level) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = -0x200; break; - case 1: + case DIR_UP: bul->ym = -0x200; break; - case 2: + case DIR_RIGHT: bul->xm = 0x200; break; - case 3: + case DIR_DOWN: bul->ym = 0x200; break; } @@ -301,8 +301,8 @@ void ActBullet_Frontia2(BULLET *bul, int level) switch (bul->direct) { - case 0: - case 2: + case DIR_LEFT: + case DIR_RIGHT: if (inc % 2) bul->ym = 0x400; else @@ -310,8 +310,8 @@ void ActBullet_Frontia2(BULLET *bul, int level) break; - case 1: - case 3: + case DIR_UP: + case DIR_DOWN: if (inc % 2) bul->xm = 0x400; else @@ -324,24 +324,24 @@ void ActBullet_Frontia2(BULLET *bul, int level) { switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm -= 0x80; break; - case 1: + case DIR_UP: bul->ym -= 0x80; break; - case 2: + case DIR_RIGHT: bul->xm += 0x80; break; - case 3: + case DIR_DOWN: bul->ym += 0x80; break; } switch (bul->direct) { - case 0: - case 2: + case DIR_LEFT: + case DIR_RIGHT: if (bul->count1 % 5 == 2) { if (bul->ym < 0) @@ -352,8 +352,8 @@ void ActBullet_Frontia2(BULLET *bul, int level) break; - case 1u: - case 3u: + case DIR_UP: + case DIR_DOWN: if (bul->count1 % 5 == 2) { if (bul->xm < 0) @@ -408,16 +408,16 @@ void ActBullet_PoleStar(BULLET *bul, int level) // Set speed switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = -0x1000; break; - case 1: + case DIR_UP: bul->ym = -0x1000; break; - case 2: + case DIR_RIGHT: bul->xm = 0x1000; break; - case 3: + case DIR_DOWN: bul->ym = 0x1000; break; } @@ -428,16 +428,16 @@ void ActBullet_PoleStar(BULLET *bul, int level) case 1: switch (bul->direct) { - case 0: + case DIR_LEFT: bul->enemyYL = 0x400; break; - case 1: + case DIR_UP: bul->enemyXL = 0x400; break; - case 2: + case DIR_RIGHT: bul->enemyYL = 0x400; break; - case 3: + case DIR_DOWN: bul->enemyXL = 0x400; break; } @@ -445,16 +445,16 @@ void ActBullet_PoleStar(BULLET *bul, int level) case 2: switch (bul->direct) { - case 0: + case DIR_LEFT: bul->enemyYL = 0x800; break; - case 1: + case DIR_UP: bul->enemyXL = 0x800; break; - case 2: + case DIR_RIGHT: bul->enemyYL = 0x800; break; - case 3: + case DIR_DOWN: bul->enemyXL = 0x800; break; } @@ -487,7 +487,7 @@ void ActBullet_PoleStar(BULLET *bul, int level) switch (level) { case 1: - if (bul->direct == 1 || bul->direct == 3) + if (bul->direct == DIR_UP || bul->direct == DIR_DOWN) bul->rect = rect1[1]; else bul->rect = rect1[0]; @@ -495,7 +495,7 @@ void ActBullet_PoleStar(BULLET *bul, int level) break; case 2: - if (bul->direct == 1 || bul->direct == 3) + if (bul->direct == DIR_UP || bul->direct == DIR_DOWN) bul->rect = rect2[1]; else bul->rect = rect2[0]; @@ -503,7 +503,7 @@ void ActBullet_PoleStar(BULLET *bul, int level) break; case 3: - if (bul->direct == 1 || bul->direct == 3) + if (bul->direct == DIR_UP || bul->direct == DIR_DOWN) bul->rect = rect3[1]; else bul->rect = rect3[0]; @@ -529,10 +529,10 @@ void ActBullet_FireBall(BULLET *bul, int level) if (bul->flag & 1 && bul->flag & 4) bBreak = TRUE; - if (bul->direct == 0 && bul->flag & 1) - bul->direct = 2; - if (bul->direct == 2 && bul->flag & 4) - bul->direct = 0; + 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) { @@ -548,19 +548,19 @@ void ActBullet_FireBall(BULLET *bul, int level) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = -0x400; break; - case 1: + case DIR_UP: bul->xm = gMC.xm; if (gMC.xm < 0) - bul->direct = 0; + bul->direct = DIR_LEFT; else - bul->direct = 2; + bul->direct = DIR_RIGHT; - if (gMC.direct == 0) + if (gMC.direct == DIR_LEFT) bul->xm -= 0x80; else bul->xm += 0x80; @@ -568,17 +568,17 @@ void ActBullet_FireBall(BULLET *bul, int level) bul->ym = -0x5FF; break; - case 2: + case DIR_RIGHT: bul->xm = 0x400; break; - case 3: + case DIR_DOWN: bul->xm = gMC.xm; if (gMC.xm < 0) - bul->direct = 0; + bul->direct = DIR_LEFT; else - bul->direct = 2; + bul->direct = DIR_RIGHT; bul->ym = 0x5FF; @@ -638,7 +638,7 @@ void ActBullet_FireBall(BULLET *bul, int level) if (bul->ani_no > 3) bul->ani_no = 0; - if (bul->direct == 0) + if (bul->direct == DIR_LEFT) bul->rect = rect_left1[bul->ani_no]; else bul->rect = rect_right1[bul->ani_no]; @@ -648,7 +648,7 @@ void ActBullet_FireBall(BULLET *bul, int level) if (bul->ani_no > 2) bul->ani_no = 0; - if (bul->direct == 0) + if (bul->direct == DIR_LEFT) bul->rect = rect_left2[bul->ani_no]; else bul->rect = rect_right2[bul->ani_no]; @@ -711,19 +711,19 @@ void ActBullet_MachineGun(BULLET *bul, int level) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = -move; bul->ym = Random(-0xAA, 0xAA); break; - case 1: + case DIR_UP: bul->ym = -move; bul->xm = Random(-0xAA, 0xAA); break; - case 2: + case DIR_RIGHT: bul->xm = move; bul->ym = Random(-0xAA, 0xAA); break; - case 3: + case DIR_DOWN: bul->ym = move; bul->xm = Random(-0xAA, 0xAA); break; @@ -743,10 +743,10 @@ void ActBullet_MachineGun(BULLET *bul, int level) case 2: bul->rect = rect2[bul->direct]; - if (bul->direct == 1 || bul->direct == 3) - SetNpChar(127, bul->x, bul->y, 0, 0, 1, NULL, 0x100); + 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, 0, NULL, 0x100); + SetNpChar(127, bul->x, bul->y, 0, 0, DIR_LEFT, NULL, 0x100); break; @@ -775,21 +775,21 @@ void ActBullet_Missile(BULLET *bul, int level) if (bul->life != 10) bHit = TRUE; - if (bul->direct == 0 && bul->flag & 1) + if (bul->direct == DIR_LEFT && bul->flag & 1) bHit = TRUE; - if (bul->direct == 2 && bul->flag & 4) + if (bul->direct == DIR_RIGHT && bul->flag & 4) bHit = TRUE; - if (bul->direct == 1 && bul->flag & 2) + if (bul->direct == DIR_UP && bul->flag & 2) bHit = TRUE; - if (bul->direct == 3 && bul->flag & 8) + if (bul->direct == DIR_DOWN && bul->flag & 8) bHit = TRUE; - if (bul->direct == 0 && bul->flag & 0x80) + if (bul->direct == DIR_LEFT && bul->flag & 0x80) bHit = TRUE; - if (bul->direct == 0 && bul->flag & 0x20) + if (bul->direct == DIR_LEFT && bul->flag & 0x20) bHit = TRUE; - if (bul->direct == 2 && bul->flag & 0x40) + if (bul->direct == DIR_RIGHT && bul->flag & 0x40) bHit = TRUE; - if (bul->direct == 2 && bul->flag & 0x10) + if (bul->direct == DIR_RIGHT && bul->flag & 0x10) bHit = TRUE; if (bHit) @@ -805,12 +805,12 @@ void ActBullet_Missile(BULLET *bul, int level) switch (bul->direct) { - case 0: - case 2: + case DIR_LEFT: + case DIR_RIGHT: bul->tgt_y = bul->y; break; - case 1: - case 3: + case DIR_UP: + case DIR_DOWN: bul->tgt_x = bul->x; break; } @@ -819,8 +819,8 @@ void ActBullet_Missile(BULLET *bul, int level) { switch (bul->direct) { - case 0: - case 2: + case DIR_LEFT: + case DIR_RIGHT: if (bul->y > gMC.y) bul->ym = 0x100; else @@ -829,8 +829,8 @@ void ActBullet_Missile(BULLET *bul, int level) bul->xm = Random(-0x200, 0x200); break; - case 1: - case 3: + case DIR_UP: + case DIR_DOWN: if (bul->x > gMC.x) bul->xm = 0x100; else @@ -861,16 +861,16 @@ void ActBullet_Missile(BULLET *bul, int level) case 1: switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm += -bul->ani_no; break; - case 1: + case DIR_UP: bul->ym += -bul->ani_no; break; - case 2: + case DIR_RIGHT: bul->xm += bul->ani_no; break; - case 3: + case DIR_DOWN: bul->ym += bul->ani_no; break; } @@ -879,8 +879,8 @@ void ActBullet_Missile(BULLET *bul, int level) { switch (bul->direct) { - case 0: - case 2: + case DIR_LEFT: + case DIR_RIGHT: if (bul->y < bul->tgt_y) bul->ym += 0x20; else @@ -888,8 +888,8 @@ void ActBullet_Missile(BULLET *bul, int level) break; - case 1: - case 3: + case DIR_UP: + case DIR_DOWN: if (bul->x < bul->tgt_x) bul->xm += 0x20; else @@ -1034,16 +1034,16 @@ void ActBullet_Bubblin1(BULLET *bul) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = -0x600; break; - case 2: + case DIR_RIGHT: bul->xm = 0x600; break; - case 1: + case DIR_UP: bul->ym = -0x600; break; - case 3: + case DIR_DOWN: bul->ym = 0x600; break; } @@ -1053,16 +1053,16 @@ void ActBullet_Bubblin1(BULLET *bul) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm += 0x2A; break; - case 2: + case DIR_RIGHT: bul->xm -= 0x2A; break; - case 1: + case DIR_UP: bul->ym += 0x2A; break; - case 3: + case DIR_DOWN: bul->ym -= 0x2A; break; } @@ -1099,13 +1099,13 @@ void ActBullet_Bubblin2(BULLET *bul) { BOOL bDelete = FALSE; - if (bul->direct == 0 && bul->flag & 1) + if (bul->direct == DIR_LEFT && bul->flag & 1) bDelete = TRUE; - if (bul->direct == 2 && bul->flag & 4) + if (bul->direct == DIR_RIGHT && bul->flag & 4) bDelete = TRUE; - if (bul->direct == 1 && bul->flag & 2) + if (bul->direct == DIR_UP && bul->flag & 2) bDelete = TRUE; - if (bul->direct == 3 && bul->flag & 8) + if (bul->direct == DIR_DOWN && bul->flag & 8) bDelete = TRUE; if (bDelete) @@ -1122,19 +1122,19 @@ void ActBullet_Bubblin2(BULLET *bul) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = -0x600; bul->ym = Random(-0x100, 0x100); break; - case 2: + case DIR_RIGHT: bul->xm = 0x600; bul->ym = Random(-0x100, 0x100); break; - case 1: + case DIR_UP: bul->ym = -0x600; bul->xm = Random(-0x100, 0x100); break; - case 3: + case DIR_DOWN: bul->ym = 0x600; bul->xm = Random(-0x100, 0x100); break; @@ -1145,16 +1145,16 @@ void ActBullet_Bubblin2(BULLET *bul) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm += 0x10; break; - case 2: + case DIR_RIGHT: bul->xm -= 0x10; break; - case 1: + case DIR_UP: bul->ym += 0x10; break; - case 3: + case DIR_DOWN: bul->ym -= 0x10; break; } @@ -1196,9 +1196,9 @@ void ActBullet_Bubblin3(BULLET *bul) PlaySoundObject(100, SOUND_MODE_PLAY); if (gMC.up) - SetBullet(22, bul->x, bul->y, 1); + SetBullet(22, bul->x, bul->y, DIR_UP); else if (gMC.down) - SetBullet(22, bul->x, bul->y, 3); + SetBullet(22, bul->x, bul->y, DIR_DOWN); else SetBullet(22, bul->x, bul->y, gMC.direct); @@ -1212,19 +1212,19 @@ void ActBullet_Bubblin3(BULLET *bul) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = Random(-0x400, -0x200); bul->ym = (Random(-4, 4) * 0x200) / 2; break; - case 2: + case DIR_RIGHT: bul->xm = Random(0x200, 0x400); bul->ym = (Random(-4, 4) * 0x200) / 2; break; - case 1: + case DIR_UP: bul->ym = Random(-0x400, -0x200); bul->xm = (Random(-4, 4) * 0x200) / 2; break; - case 3: + case DIR_DOWN: bul->ym = Random(0x80, 0x100); bul->xm = (Random(-4, 4) * 0x200) / 2; break; @@ -1290,16 +1290,16 @@ void ActBullet_Spine(BULLET *bul) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = (-Random(10, 16) * 0x200) / 2; break; - case 1: + case DIR_UP: bul->ym = (-Random(10, 16) * 0x200) / 2; break; - case 2: + case DIR_RIGHT: bul->xm = (Random(10, 16) * 0x200) / 2; break; - case 3: + case DIR_DOWN: bul->ym = (Random(10, 16) * 0x200) / 2; break; } @@ -1336,16 +1336,16 @@ void ActBullet_Spine(BULLET *bul) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->rect = rcLeft[bul->ani_no]; break; - case 1: + case DIR_UP: bul->rect = rcDown[bul->ani_no]; break; - case 2: + case DIR_RIGHT: bul->rect = rcRight[bul->ani_no]; break; - case 3: + case DIR_DOWN: bul->rect = rcDown[bul->ani_no]; break; } @@ -1372,16 +1372,16 @@ void ActBullet_Sword1(BULLET *bul) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = -0x800; break; - case 1: + case DIR_UP: bul->ym = -0x800; break; - case 2: + case DIR_RIGHT: bul->xm = 0x800; break; - case 3: + case DIR_DOWN: bul->ym = 0x800; break; } @@ -1415,7 +1415,7 @@ void ActBullet_Sword1(BULLET *bul) if (bul->ani_no > 3) bul->ani_no = 0; - if (bul->direct == 0) + if (bul->direct == DIR_LEFT) bul->rect = rcLeft[bul->ani_no]; else bul->rect = rcRight[bul->ani_no]; @@ -1442,16 +1442,16 @@ void ActBullet_Sword2(BULLET *bul) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = -0x800; break; - case 1: + case DIR_UP: bul->ym = -0x800; break; - case 2: + case DIR_RIGHT: bul->xm = 0x800; break; - case 3: + case DIR_DOWN: bul->ym = 0x800; break; } @@ -1485,7 +1485,7 @@ void ActBullet_Sword2(BULLET *bul) if (bul->ani_no > 3) bul->ani_no = 0; - if (bul->direct == 0) + if (bul->direct == DIR_LEFT) bul->rect = rcLeft[bul->ani_no]; else bul->rect = rcRight[bul->ani_no]; @@ -1523,16 +1523,16 @@ void ActBullet_Sword3(BULLET *bul) case 1: switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = -0x800; break; - case 1: + case DIR_UP: bul->ym = -0x800; break; - case 2: + case DIR_RIGHT: bul->xm = 0x800; break; - case 3: + case DIR_DOWN: bul->ym = 0x800; break; } @@ -1591,16 +1591,16 @@ void ActBullet_Sword3(BULLET *bul) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->rect = rcLeft[bul->ani_no]; break; - case 1: + case DIR_UP: bul->rect = rcUp[bul->ani_no]; break; - case 2: + case DIR_RIGHT: bul->rect = rcRight[bul->ani_no]; break; - case 3: + case DIR_DOWN: bul->rect = rcDown[bul->ani_no]; break; } @@ -1617,7 +1617,7 @@ void ActBullet_Edge(BULLET *bul) bul->act_no = 1; bul->y -= 12 * 0x200; - if (bul->direct == 0) + if (bul->direct == DIR_LEFT) bul->x += 16 * 0x200; else bul->x -= 16 * 0x200; @@ -1629,7 +1629,7 @@ void ActBullet_Edge(BULLET *bul) ++bul->ani_no; } - if (bul->direct == 0) + if (bul->direct == DIR_LEFT) bul->x -= 2 * 0x200; else bul->x += 2 * 0x200; @@ -1668,7 +1668,7 @@ void ActBullet_Edge(BULLET *bul) {96, 88, 120, 112}, }; - if (bul->direct == 0) + if (bul->direct == DIR_LEFT) bul->rect = rcLeft[bul->ani_no]; else bul->rect = rcRight[bul->ani_no]; @@ -1701,21 +1701,21 @@ void ActBullet_SuperMissile(BULLET *bul, int level) if (bul->life != 10) bHit = TRUE; - if (bul->direct == 0 && bul->flag & 1) + if (bul->direct == DIR_LEFT && bul->flag & 1) bHit = TRUE; - if (bul->direct == 2 && bul->flag & 4) + if (bul->direct == DIR_RIGHT && bul->flag & 4) bHit = TRUE; - if (bul->direct == 1 && bul->flag & 2) + if (bul->direct == DIR_UP && bul->flag & 2) bHit = TRUE; - if (bul->direct == 3 && bul->flag & 8) + if (bul->direct == DIR_DOWN && bul->flag & 8) bHit = TRUE; - if (bul->direct == 0 && bul->flag & 0x80) + if (bul->direct == DIR_LEFT && bul->flag & 0x80) bHit = TRUE; - if (bul->direct == 0 && bul->flag & 0x20) + if (bul->direct == DIR_LEFT && bul->flag & 0x20) bHit = TRUE; - if (bul->direct == 2 && bul->flag & 0x40) + if (bul->direct == DIR_RIGHT && bul->flag & 0x40) bHit = TRUE; - if (bul->direct == 2 && bul->flag & 0x10) + if (bul->direct == DIR_RIGHT && bul->flag & 0x10) bHit = TRUE; if (bHit) @@ -1731,15 +1731,15 @@ void ActBullet_SuperMissile(BULLET *bul, int level) switch (bul->direct) { - case 0: - case 2: + case DIR_LEFT: + case DIR_RIGHT: bul->tgt_y = bul->y; bul->enemyXL = 0x1000; bul->blockXL = 0x1000; break; - case 1: - case 3: + case DIR_UP: + case DIR_DOWN: bul->tgt_x = bul->x; bul->enemyYL = 0x1000; bul->blockYL = 0x1000; @@ -1750,8 +1750,8 @@ void ActBullet_SuperMissile(BULLET *bul, int level) { switch (bul->direct) { - case 0: - case 2: + case DIR_LEFT: + case DIR_RIGHT: if (bul->y > gMC.y) bul->ym = 0x100; else @@ -1760,8 +1760,8 @@ void ActBullet_SuperMissile(BULLET *bul, int level) bul->xm = Random(-0x200, 0x200); break; - case 1: - case 3: + case DIR_UP: + case DIR_DOWN: if (bul->x > gMC.x) bul->xm = 0x100; else @@ -1792,16 +1792,16 @@ void ActBullet_SuperMissile(BULLET *bul, int level) case 1: switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm += -bul->ani_no; break; - case 1: + case DIR_UP: bul->ym += -bul->ani_no; break; - case 2: + case DIR_RIGHT: bul->xm += bul->ani_no; break; - case 3: + case DIR_DOWN: bul->ym += bul->ani_no; break; } @@ -1810,16 +1810,16 @@ void ActBullet_SuperMissile(BULLET *bul, int level) { switch (bul->direct) { - case 0: - case 2: + case DIR_LEFT: + case DIR_RIGHT: if (bul->y < bul->tgt_y) bul->ym += 0x40; else bul->ym -= 0x40; break; - case 1: - case 3: + case DIR_UP: + case DIR_DOWN: if (bul->x < bul->tgt_x) bul->xm += 0x40; else @@ -1956,16 +1956,16 @@ void ActBullet_Nemesis(BULLET *bul, int level) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = -0x1000; break; - case 1: + case DIR_UP: bul->ym = -0x1000; break; - case 2: + case DIR_RIGHT: bul->xm = 0x1000; break; - case 3: + case DIR_DOWN: bul->ym = 0x1000; break; } @@ -1984,16 +1984,16 @@ void ActBullet_Nemesis(BULLET *bul, int level) { switch (bul->direct) { - case 0: + case DIR_LEFT: SetNpChar(4, bul->x, bul->y, -0x200, Random(-0x200, 0x200), 2, NULL, 0x100); break; - case 1: + case DIR_UP: SetNpChar(4, bul->x, bul->y, Random(-0x200, 0x200), -0x200, 2, NULL, 0x100); break; - case 2: + case DIR_RIGHT: SetNpChar(4, bul->x, bul->y, 0x200, Random(-0x200, 0x200), 2, NULL, 0x100); break; - case 3: + case DIR_DOWN: SetNpChar(4, bul->x, bul->y, Random(-0x200, 0x200), 0x200, 2, NULL, 0x100); break; } @@ -2028,16 +2028,16 @@ void ActBullet_Nemesis(BULLET *bul, int level) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->rect = rcL[bul->ani_no]; break; - case 1: + case DIR_UP: bul->rect = rcU[bul->ani_no]; break; - case 2: + case DIR_RIGHT: bul->rect = rcR[bul->ani_no]; break; - case 3: + case DIR_DOWN: bul->rect = rcD[bul->ani_no]; break; } @@ -2066,16 +2066,16 @@ void ActBullet_Spur(BULLET *bul, int level) switch (bul->direct) { - case 0: + case DIR_LEFT: bul->xm = -0x1000; break; - case 1: + case DIR_UP: bul->ym = -0x1000; break; - case 2: + case DIR_RIGHT: bul->xm = 0x1000; break; - case 3: + case DIR_DOWN: bul->ym = 0x1000; break; } @@ -2085,16 +2085,16 @@ void ActBullet_Spur(BULLET *bul, int level) case 1: switch (bul->direct) { - case 0: + case DIR_LEFT: bul->enemyYL = 0x400; break; - case 1: + case DIR_UP: bul->enemyXL = 0x400; break; - case 2: + case DIR_RIGHT: bul->enemyYL = 0x400; break; - case 3: + case DIR_DOWN: bul->enemyXL = 0x400; break; } @@ -2104,16 +2104,16 @@ void ActBullet_Spur(BULLET *bul, int level) case 2: switch (bul->direct) { - case 0: + case DIR_LEFT: bul->enemyYL = 0x800; break; - case 1: + case DIR_UP: bul->enemyXL = 0x800; break; - case 2: + case DIR_RIGHT: bul->enemyYL = 0x800; break; - case 3: + case DIR_DOWN: bul->enemyXL = 0x800; break; } @@ -2147,7 +2147,7 @@ void ActBullet_Spur(BULLET *bul, int level) switch (level) { case 1: - if (bul->direct == 1 || bul->direct == 3) + if (bul->direct == DIR_UP || bul->direct == DIR_DOWN) bul->rect = rect1[1]; else bul->rect = rect1[0]; @@ -2155,7 +2155,7 @@ void ActBullet_Spur(BULLET *bul, int level) break; case 2: - if (bul->direct == 1 || bul->direct == 3) + if (bul->direct == DIR_UP || bul->direct == DIR_DOWN) bul->rect = rect2[1]; else bul->rect = rect2[0]; @@ -2163,7 +2163,7 @@ void ActBullet_Spur(BULLET *bul, int level) break; case 3: - if (bul->direct == 1 || bul->direct == 3) + if (bul->direct == DIR_UP || bul->direct == DIR_DOWN) bul->rect = rect3[1]; else bul->rect = rect3[0]; @@ -2229,7 +2229,7 @@ void ActBullet_SpurTail(BULLET *bul, int level) switch (level) { case 1: - if (bul->direct == 0 || bul->direct == 2) + 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]; @@ -2237,7 +2237,7 @@ void ActBullet_SpurTail(BULLET *bul, int level) break; case 2: - if (bul->direct == 0 || bul->direct == 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]; @@ -2245,7 +2245,7 @@ void ActBullet_SpurTail(BULLET *bul, int level) break; case 3: - if (bul->direct == 0 || bul->direct == 2) + 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];