cave-story-solaris/src/Bullet.cpp
2019-02-03 17:33:33 +00:00

831 lines
16 KiB
C++

#include "Bullet.h"
#include "Draw.h"
#include "Caret.h"
#include "NpChar.h"
#include "MyChar.h"
#include "Sound.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_FireBall(BULLET *bul, int level)
{
if (++bul->count1 <= bul->life_count)
{
bool bBreak = false;
if (bul->flag & 2 && bul->flag & 8)
bBreak = true;
if (bul->flag & 1 && bul->flag & 4)
bBreak = true;
if (!bul->direct && bul->flag & 1)
bul->direct = 2;
if (bul->direct == 2 && bul->flag & 4)
bul->direct = 0;
if (bBreak)
{
bul->cond = 0;
SetCaret(bul->x, bul->y, 2, 0);
PlaySoundObject(28, 1);
}
else
{
if (bul->act_no)
{
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 >= 0x400)
bul->ym = 0x400;
bul->x += bul->xm;
bul->y += bul->ym;
if (bul->flag & 0xD)
PlaySoundObject(34, 1);
}
else
{
bul->act_no = 1;
switch (bul->direct)
{
case 0:
bul->xm = -0x400;
break;
case 1:
bul->xm = gMC.xm;
if (gMC.xm >= 0)
bul->direct = 2;
else
bul->direct = 0;
if (gMC.direct)
bul->xm += 0x80;
else
bul->xm -= 0x80;
bul->ym = -0x5FF;
break;
case 2:
bul->xm = 0x400;
break;
case 3:
bul->xm = gMC.xm;
if (gMC.xm >= 0)
bul->direct = 2;
else
bul->direct = 0;
bul->ym = 0x5FF;
break;
}
}
RECT rect_left1[4];
RECT rect_right1[4];
RECT rect_left2[3];
RECT rect_right2[3];
rect_left1[0] = {128, 0, 144, 16};
rect_left1[1] = {144, 0, 160, 16};
rect_left1[2] = {160, 0, 176, 16};
rect_left1[3] = {176, 0, 192, 16};
rect_right1[0] = {128, 16, 144, 32};
rect_right1[1] = {144, 16, 160, 32};
rect_right1[2] = {160, 16, 176, 32};
rect_right1[3] = {176, 16, 192, 32};
rect_left2[0] = {192, 16, 208, 32};
rect_left2[1] = {208, 16, 224, 32};
rect_left2[2] = {224, 16, 240, 32};
rect_right2[0] = {224, 16, 240, 32};
rect_right2[1] = {208, 16, 224, 32};
rect_right2[2] = {192, 16, 208, 32};
bul->ani_no++;
if (level == 1)
{
if (bul->ani_no > 3)
bul->ani_no = 0;
if (bul->direct)
bul->rect = rect_right1[bul->ani_no];
else
bul->rect = rect_left1[bul->ani_no];
}
else
{
if (bul->ani_no > 2)
bul->ani_no = 0;
if (bul->direct)
bul->rect = rect_right2[bul->ani_no];
else
bul->rect = rect_left2[bul->ani_no];
if (level == 2)
SetNpChar(129, bul->x, bul->y, 0, -0x200, bul->ani_no, 0, 0x100);
else
SetNpChar(129, bul->x, bul->y, 0, -0x200, bul->ani_no + 3, 0, 0x100);
}
}
}
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_Missile(BULLET *bul, int level)
{
if (++bul->count1 > bul->life_count)
{
bul->cond = 0;
SetCaret(bul->x, bul->y, 3, 0);
return;
}
bool bHit = false;
if (bul->life != 10)
bHit = true;
if (bul->direct == 0 && bul->flag & 1)
bHit = true;
if (bul->direct == 2 && bul->flag & 4)
bHit = true;
if (bul->direct == 1 && bul->flag & 2)
bHit = true;
if (bul->direct == 3 && bul->flag & 8)
bHit = true;
if (bul->direct == 0 && bul->flag & 0x80)
bHit = true;
if (bul->direct == 0 && bul->flag & 0x20)
bHit = true;
if (bul->direct == 2 && bul->flag & 0x40)
bHit = true;
if (bul->direct == 2 && bul->flag & 0x10)
bHit = true;
if (bHit)
{
SetBullet(level + 15, bul->x, bul->y, 0);
bul->cond = 0;
}
switch (bul->act_no)
{
case 0:
bul->act_no = 1;
switch (bul->direct)
{
case 0:
case 2:
bul->tgt_y = bul->y;
break;
case 1:
case 3:
bul->tgt_x = bul->x;
break;
}
if (level == 3)
{
switch (bul->direct)
{
case 0:
case 2:
if (gMC.y < bul->y)
bul->ym = 0x100;
else
bul->ym = -0x100;
bul->xm = Random(-0x200, 0x200);
break;
case 1:
case 3:
if (gMC.x < bul->x)
bul->xm = 0x100;
else
bul->xm = -0x100;
bul->ym = Random(-0x200, 0x200);
break;
}
unsigned int inc;
switch (++inc % 3u)
{
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 0:
bul->xm -= bul->ani_no;
break;
case 1:
bul->ym -= bul->ani_no;
break;
case 2:
bul->xm += bul->ani_no;
break;
case 3:
bul->ym += bul->ani_no;
break;
}
if (level == 3)
{
switch (bul->direct)
{
case 0:
case 2:
if (bul->tgt_y > bul->y)
bul->ym += 0x20;
else
bul->ym -= 0x20;
break;
case 1:
case 3:
if (bul->tgt_x > bul->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 0:
SetCaret(bul->x + 0x1000, bul->y, 7, 2);
break;
case 1:
SetCaret(bul->x, bul->y + 0x1000, 7, 3);
break;
case 2:
SetCaret(bul->x - 0x1000, bul->y, 7, 0);
break;
case 3:
SetCaret(bul->x, bul->y - 0x1000, 7, 1);
break;
}
}
RECT rect1[4];
RECT rect2[4];
RECT rect3[4];
rect1[0] = {0, 0, 16, 16};
rect1[1] = {16, 0, 32, 16};
rect1[2] = {32, 0, 48, 16};
rect1[3] = {48, 0, 64, 16};
rect2[0] = {0, 16, 16, 32};
rect2[1] = {16, 16, 32, 32};
rect2[2] = {32, 16, 48, 32};
rect2[3] = {48, 16, 64, 32};
rect3[0] = {0, 32, 16, 48};
rect3[1] = {16, 32, 32, 48};
rect3[2] = {32, 32, 48, 48};
rect3[3] = {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 2:
bul->act_wait = 15;
break;
case 3:
bul->act_wait = 5;
break;
case 1:
bul->act_wait = 10;
break;
}
PlaySoundObject(44, 1);
case 1:
if (level == 1)
{
if (!(bul->act_wait % 3))
SetDestroyNpCharUp(bul->x + (Random(-16, 16) << 9), bul->y + (Random(-16, 16) << 9), bul->enemyXL, 2);
}
else if (level == 2)
{
if (!(bul->act_wait % 3))
SetDestroyNpCharUp(bul->x + (Random(-32, 32) << 9), bul->y + (Random(-32, 32) << 9), bul->enemyXL, 2);
}
else if (level == 3)
{
if (!(bul->act_wait % 3))
SetDestroyNpCharUp(bul->x + (Random(-40, 40) << 9), bul->y + (Random(-40, 40) << 9), bul->enemyXL, 2);
}
if (--bul->act_wait < 0)
bul->cond = 0;
break;
}
if (level == 1)
{
if (bul->act_wait % 3 == 0)
SetDestroyNpCharUp(bul->x + (Random(-16, 16) * 0x200), bul->y + (Random(-16, 16) * 0x200), bul->enemyXL, 2);
}
else if (level == 2)
{
if (bul->act_wait % 3 == 0)
SetDestroyNpCharUp(bul->x + (Random(-32, 32) * 0x200), bul->y + (Random(-32, 32) * 0x200), bul->enemyXL, 2);
}
else if (level == 3)
{
if (bul->act_wait % 3 == 0)
SetDestroyNpCharUp(bul->x + (Random(-40, 40) * 0x200), bul->y + (Random(-40, 40) * 0x200), bul->enemyXL, 2);
}
if (--bul->act_wait < 0)
bul->cond = 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 7:
ActBullet_FireBall(&gBul[i], 1);
break;
case 8:
ActBullet_FireBall(&gBul[i], 2);
break;
case 9:
ActBullet_FireBall(&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;
case 13:
ActBullet_Missile(&gBul[i], 1);
break;
case 14:
ActBullet_Missile(&gBul[i], 2);
break;
case 15:
ActBullet_Missile(&gBul[i], 3);
break;
case 16:
ActBullet_Bom(&gBul[i], 1);
break;
case 17:
ActBullet_Bom(&gBul[i], 2);
break;
case 18:
ActBullet_Bom(&gBul[i], 3);
break;
}
}
else
{
gBul[i].cond = 0;
}
}
}
}