From 5d373918824dc44b151361dd91bcf06ffd683747 Mon Sep 17 00:00:00 2001 From: Clownacy Date: Sat, 4 Apr 2020 00:13:20 +0100 Subject: [PATCH] Document bullets a little --- src/Bullet.cpp | 60 ++++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 58 insertions(+), 2 deletions(-) diff --git a/src/Bullet.cpp b/src/Bullet.cpp index 668ec61f..cf1ae66c 100644 --- a/src/Bullet.cpp +++ b/src/Bullet.cpp @@ -100,53 +100,72 @@ void PutBullet(int fx, int fy) } } -BULLET_TABLE gBulTbl[46] = -{ +BULLET_TABLE gBulTbl[46] = { + // 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}} }; @@ -2258,6 +2277,7 @@ void ActBullet(void) switch (gBul[i].code_bullet) { + // Snake case 1: ActBullet_Frontia1(&gBul[i]); break; @@ -2267,6 +2287,8 @@ void ActBullet(void) case 3: ActBullet_Frontia2(&gBul[i], 3); break; + + // Polar Star case 4: ActBullet_PoleStar(&gBul[i], 1); break; @@ -2276,6 +2298,8 @@ void ActBullet(void) case 6: ActBullet_PoleStar(&gBul[i], 3); break; + + // Fireball case 7: ActBullet_FireBall(&gBul[i], 1); break; @@ -2285,6 +2309,8 @@ void ActBullet(void) case 9: ActBullet_FireBall(&gBul[i], 3); break; + + // Machine Gun case 10: ActBullet_MachineGun(&gBul[i], 1); break; @@ -2294,6 +2320,8 @@ void ActBullet(void) case 12: ActBullet_MachineGun(&gBul[i], 3); break; + + // Missile Launcher case 13: ActBullet_Missile(&gBul[i], 1); break; @@ -2303,6 +2331,8 @@ void ActBullet(void) case 15: ActBullet_Missile(&gBul[i], 3); break; + + // Missile Launcher explosion case 16: ActBullet_Bom(&gBul[i], 1); break; @@ -2312,6 +2342,8 @@ void ActBullet(void) case 18: ActBullet_Bom(&gBul[i], 3); break; + + // Bubbler case 19: ActBullet_Bubblin1(&gBul[i]); break; @@ -2321,15 +2353,23 @@ void ActBullet(void) 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; @@ -2339,6 +2379,8 @@ void ActBullet(void) case 27: ActBullet_Sword3(&gBul[i]); break; + + // Super Missile Launcher case 28: ActBullet_SuperMissile(&gBul[i], 1); break; @@ -2348,6 +2390,8 @@ void ActBullet(void) case 30: ActBullet_SuperMissile(&gBul[i], 3); break; + + // Super Missile Launcher explosion case 31: ActBullet_SuperBom(&gBul[i], 1); break; @@ -2357,6 +2401,8 @@ void ActBullet(void) case 33: ActBullet_SuperBom(&gBul[i], 3); break; + + // Nemesis case 34: // Identical to case 43 ActBullet_Nemesis(&gBul[i], 1); break; @@ -2366,6 +2412,8 @@ void ActBullet(void) case 36: ActBullet_Nemesis(&gBul[i], 3); break; + + // Spur case 37: ActBullet_Spur(&gBul[i], 1); break; @@ -2375,6 +2423,8 @@ void ActBullet(void) case 39: ActBullet_Spur(&gBul[i], 3); break; + + // Spur trail case 40: ActBullet_SpurTail(&gBul[i], 1); break; @@ -2384,12 +2434,18 @@ void ActBullet(void) 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;