#include "bullet.hpp"
#include "../master/resources.hpp"
#include <cstdlib>
#include <cstdarg>
#include "player.hpp"
const char* bsnames[]={"green_bullet","cyan_bullet","yellow_bullet","purple_bullet",
"red_bullet","white_bullet","blue_bullet","orange_bullet",
"grey_bullet","circle_bullet"};
void bulletBase::init(char fstarg,...)
{
++fstarg;exist=true;renderscale=1;
special=invincible=false;scollrange=64;collrange=16;
scb=cb=8;
}
void bulletBase::update()
{
if(!exist)return;
vel=vel+acc;
if(vel.l()>velim&&velim>0)vel=velim*vel.getNormalized();
pos=pos-vel;
if(!extborder&&(pos.x<-10||pos.y<-10||pos.x>810||pos.y>610))exist=false;
if((pos-player->pos).l()>scollrange)if(invincible)cscb=scb;
if((pos-player->pos).l()>collrange)if(invincible)ccb=cb;
if((pos-player->pos).l()<=scollrange&&(pos-player->pos).l()>collrange)
{
if(!invincible)scollrange=-1,++player->scoll,bmInstance->addFXBullet(grey,5,5);
else{if(++cscb>scb)cscb=0,++player->scoll,bmInstance->addFXBullet(grey,5,5);}
}
if((pos-player->pos).l()<=collrange)
{
if(!invincible)exist=false,++player->coll,bmInstance->addFXBullet(red,15,15);
else{if(++ccb>cb)ccb=0,++player->coll,bmInstance->addFXBullet(red,15,15);}
}
}
void bulletBase::render()
{
//test view mode
bmInstance->getBulEntity2D(basecolor)->setColor(rendercolor);
bmInstance->getBulEntity2D(basecolor)->render(pos.x,pos.y,0,renderscale*0.6);
}
bulletBase::~bulletBase(){}
void bulletBonus::init(char fstarg,...)
{
fstarg=0;va_list val;va_start(val,fstarg);
pos.x=va_arg(val,double);
pos.y=va_arg(val,double);
basecolor=grey;rendercolor=0x33FFFFFF;
va_end(val);renderscale=0.8;
attrf[0]=0;attrd[0]=0;exist=special=true;
vel.x=0;vel.y=2;acc.x=0;acc.y=-0.1;
}
void bulletBonus::update()
{
if(!exist)return;
vel=vel+acc;
pos=pos-vel;
if((pos-player->pos).l()<9)exist=false;
if(vel.y<0&&!attrd[0])attrd[0]=1,acc=smvec2d(0,0);
if(attrd[0])
{
if(attrf[0]<10)attrf[0]+=.5;else attrf[0]=10.1;
vel=pos-player->pos;
vel.normalize();
vel=attrf[0]*vel;
}
}
void bulletFX::init(char fstarg,...)
{
fstarg=0;va_list val;va_start(val,fstarg);
pos=player->pos;
basecolor=(TColors)va_arg(val,int);
rendercolor=0x33FFFFFF;
va_end(val);renderscale=0.4;collrange=scollrange=-1;
attrf[0]=0;attrd[0]=0;exist=special=invincible=true;
vel.x=rand()%1000-500;vel.y=rand()%1000-500;
vel=(2+rand()%3+rand()%10/10.)*vel.getNormalized();
}
void bulletFX::update()
{
pos=pos-vel;
rendercolor=SETA(rendercolor,GETA(rendercolor)-2);
if(GETA(rendercolor)<=2)exist=false;
}
void bulletManager::init()
{
alloced=used=0;
for(int i=0;i<(int)COLOR_COUNT;++i)
{
bulent2d[i]=new smEntity2D(ssanm.getTextureInfo(bsnames[i])->tex,ssanm.getTextureInfo(bsnames[i])->rect);
bulent3d[i]=new smEntity3D(ssanm.getTextureInfo(bsnames[i])->tex,ssanm.getTextureInfo(bsnames[i])->rect);
}
}
void bulletManager::deinit()
{
if(alloced){for(int i=0;i<alloced;++i)delete bullets[i];alloced=used=0;}
for(int i=0;i<(int)COLOR_COUNT;++i)
{delete bulent2d[i];delete bulent3d[i];}
}
void bulletManager::updateBullet()
{
extern SMELT *sm;
if(sm->smGetKeyState(SMK_SPACE)==SMKST_HIT)
for(int i=0;i<alloced;++i)
if(bullets[i]->exist&&!bullets[i]->special)
{
bullets[i]->exist=false;
smvec2d p=bullets[i]->pos;
bullets[allocBullet<bulletBonus>()]->init(0,p.x,p.y);
}
for(int i=0;i<alloced;++i)
if(bullets[i]->exist)
bullets[i]->update();
}
void bulletManager::renderBullet()
{
for(int i=0;i<alloced;++i)
if(bullets[i]->exist)
{
bullets[i]->render();
}
}
void bulletManager::addFXBullet(TColors col,int base,int var)
{
int c=rand()%var+base;
for(int i=0;i<c;++i)
bullets[allocBullet<bulletFX>()]->init(0,col);
}
smEntity2D* bulletManager::getBulEntity2D(TColors col){return bulent2d[col];}
smEntity3D* bulletManager::getBulEntity3D(TColors col){return bulent3d[col];}
bulletBase* bulletManager::getHandle(int id){if(id<alloced)return bullets[id];else return NULL;}
bulletManager *bmInstance;