From 3bd383baf6a17e734329e1fc677c7e86283db772 Mon Sep 17 00:00:00 2001 From: Chris Xiong Date: Mon, 26 Oct 2015 22:52:36 +0800 Subject: Added support for relative line numbers. Added instructions for, brk and cont. (They are still untested...) Parser code cleanup. Removed garbage output to stderr. Reorganize the repository structure. Updated BLR2 code move it into archive. Added BLR1 files. --- archive/blr1/src/towernbullet.h | 983 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 983 insertions(+) create mode 100644 archive/blr1/src/towernbullet.h (limited to 'archive/blr1/src/towernbullet.h') diff --git a/archive/blr1/src/towernbullet.h b/archive/blr1/src/towernbullet.h new file mode 100644 index 0000000..6cae63d --- /dev/null +++ b/archive/blr1/src/towernbullet.h @@ -0,0 +1,983 @@ +//Chrisoft Bullet Lab Remix HGE +//Towers and Bullets Implementations +//"Copyleft" Chrisoft 2013 +//WANTED: +//Human-being which really knows what these mean, please contact Chirsno which is puzzled by these shitty codes.. +#include "effects.h" +int CreateBullet1(double x,double y,double bs,bool eff=false) +{ + ++shots; + int i; + if (bulcnt==0) + bulcnt=i=1; + else + { + for (i=1;i<=bulcnt;++i) + if (!bullet[i].exist)break; + if (i>bulcnt)bulcnt=i; + } + bullet[i].exist=true; + bullet[i].bullettype=1; + bullet[i].bulletpos.x=x; + bullet[i].bulletpos.y=y; + bullet[i].bulletdir.x=x-playerpos.x; + bullet[i].bulletdir.y=y-playerpos.y; + bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y; + bullet[i].dist=sqrt(bullet[i].dist); + bullet[i].bulletspeed=bs; + bullet[i].bulletspr=new hgeSprite(SprSheet1,23,0,24,24); + bullet[i].bulletspr->SetColor(0x80FFFFFF); + bullet[i].scollable=true; + bullet[i].scale=1; + bullet[i].bulletspr->SetHotSpot(12,12); + if (eff)BulletEffect_Attatch(i); + return i; +} +void CreateBullet2(double x,double y,double bs,double rad,bool eff=false) +{ + ++shots; + int i; + if (bulcnt==0) + bulcnt=i=1; + else + { + for (i=1;i<=bulcnt;++i) + if (!bullet[i].exist)break; + if (i>bulcnt)bulcnt=i; + } + bullet[i].exist=true; + bullet[i].bullettype=2; + bullet[i].bulletpos.x=x; + bullet[i].bulletpos.y=y; + bullet[i].bulletdir.x=cos(rad); + bullet[i].bulletdir.y=sin(rad); + bullet[i].bulletspeed=bs; + bullet[i].lifetime=0; + bullet[i].bulletspr=new hgeSprite(SprSheet1,0,0,24,24); + bullet[i].bulletspr->SetColor(0x80FFFFFF); + bullet[i].scollable=true; + bullet[i].scale=1; + bullet[i].bulletspr->SetHotSpot(12,12); + if (eff)BulletEffect_Attatch(i); +} +void CreateBullet3(double x,double y,double bs,int dir,bool eff=false) +{ + CreateBullet2(x,y,bs,dir*0.5235987756,eff); +} +void CreateBullet4(double x,double y,double bs,int yelbrk=0,bool eff=false) +{ + ++shots; + int i; + if (bulcnt==0) + bulcnt=i=1; + else + { + for (i=1;i<=bulcnt;++i) + if (!bullet[i].exist)break; + if (i>bulcnt)bulcnt=i; + } + bullet[i].exist=true; + bullet[i].bullettype=4; + bullet[i].bulletpos.x=x; + bullet[i].bulletpos.y=y; + bullet[i].bulletdir.x=x-playerpos.x; + bullet[i].bulletdir.y=y-playerpos.y; + bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y; + bullet[i].dist=sqrt(bullet[i].dist); + bullet[i].bulletspeed=bs; + bullet[i].yelbrk=yelbrk; + bullet[i].bulletspr=new hgeSprite(SprSheet1,0,46,24,24); + bullet[i].bulletspr->SetColor(0x80FFFFFF); + bullet[i].scollable=true; + bullet[i].scale=1; + bullet[i].bulletspr->SetHotSpot(12,12); + if (eff)BulletEffect_Attatch(i); +} +void CreateBullet5(double x,double y,double bs,bool eff=false) +{ + ++shots; + int i; + if (bulcnt==0) + bulcnt=i=1; + else + { + for (i=1;i<=bulcnt;++i) + if (!bullet[i].exist)break; + if (i>bulcnt)bulcnt=i; + } + bullet[i].exist=true; + bullet[i].bullettype=5; + bullet[i].bulletpos.x=x; + bullet[i].bulletpos.y=y; + bullet[i].bulletdir.x=x-playerpos.x; + bullet[i].bulletdir.y=y-playerpos.y; + bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y; + bullet[i].dist=sqrt(bullet[i].dist); + bullet[i].bulletspeed=bs; + bullet[i].bulletspr=new hgeSprite(SprSheet1,0,23,24,24); + bullet[i].bulletspr->SetColor(0x80FFFFFF); + bullet[i].scollable=true; + bullet[i].scale=1; + bullet[i].bulletspr->SetHotSpot(12,12); + if (eff)BulletEffect_Attatch(i); +} +int CreateBullet6(double x,double y,double bs,int explo,bool eff=false) +{ + ++shots; + int i; + if (bulcnt==0) + bulcnt=i=1; + else + { + for (i=1;i<=bulcnt;++i) + if (!bullet[i].exist)break; + if (i>bulcnt)bulcnt=i; + } + bullet[i].exist=true; + bullet[i].bullettype=6; + bullet[i].bulletpos.x=x; + bullet[i].bulletpos.y=y; + bullet[i].bulletdir.x=rand()%100-50; + bullet[i].bulletdir.y=rand()%100-50; + bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y; + bullet[i].dist=sqrt(bullet[i].dist); + bullet[i].bulletspeed=bs; + bullet[i].oriexplo=bullet[i].redexplo=explo; + bullet[i].bulletspr=new hgeSprite(SprSheet1,23,23,24,24); + bullet[i].bulletspr->SetColor(0x80FFFFFF); + bullet[i].scollable=true; + bullet[i].scale=1; + bullet[i].bulletspr->SetHotSpot(12,12); + if (eff)BulletEffect_Attatch(i); + return i; +} +int CreateBullet7(double x,double y,double bs,int explo,bool eff=false) +{ + ++shots; + int i; + if (bulcnt==0) + bulcnt=i=1; + else + { + for (i=1;i<=bulcnt;++i) + if (!bullet[i].exist)break; + if (i>bulcnt)bulcnt=i; + } + bullet[i].exist=true; + bullet[i].bullettype=7; + bullet[i].bulletpos.x=x; + bullet[i].bulletpos.y=y; + bullet[i].bulletdir.x=rand()%100-50; + bullet[i].bulletdir.y=rand()%100-50; + bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y; + bullet[i].dist=sqrt(bullet[i].dist); + bullet[i].bulletspeed=bs; + bullet[i].oriexplo=bullet[i].redexplo=explo; + bullet[i].bulletspr=new hgeSprite(SprSheet1,46,23,24,24); + bullet[i].bulletspr->SetColor(0x80FFFFFF); + bullet[i].redattrib=0; + bullet[i].whirem=whicnt; + bullet[i].whiskp=0; + bullet[i].scollable=true; + bullet[i].scale=1; + bullet[i].bulletspr->SetHotSpot(12,12); + if (eff)BulletEffect_Attatch(i); + return i; +} +void CreateBullet255(double x,double y,double bs) +{ + int i; + if (bulcnt==0) + bulcnt=i=1; + else + { + for (i=1;i<=bulcnt;++i) + if (!bullet[i].exist)break; + if (i>bulcnt)bulcnt=i; + } + bullet[i].exist=true; + bullet[i].bullettype=255; + bullet[i].bulletpos.x=x; + bullet[i].bulletpos.y=y; + bullet[i].bulletdir.x=x-playerpos.x; + bullet[i].bulletdir.y=y-playerpos.y; + bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y; + bullet[i].dist=sqrt(bullet[i].dist); + bullet[i].bulletspeed=bs; + bullet[i].bulletspr=new hgeSprite(SprSheet1,46,0,24,24); + bullet[i].bulletspr->SetColor(0x80FFFFFF); +} +void ProcessBullet1() +{ + for (int i=1;i<=bulcnt;++i) + { + if (!bullet[i].exist||bullet[i].bullettype!=1)continue;//If this bullet doesn't exist or is not of this type, do not render it. + if (!DisablePlayer) + { + if (LOWFPS) + { + bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20*17;//Process bullet's x coor. + bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20*17;//Process bullet's y coor. + } + else + { + bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor. + bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor. + } + } + BulletEffect_Process(i); + double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet + if (dis<=6||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600) + //If collision is detected or the bullet flys out of screen, delete it. + { + if (dis<=6)++coll,scminus+=10000; + bullet[i].exist=false; + bullet[i].bulletpos.x=bullet[i].bulletpos.y=0; + bullet[i].bulletdir.x=bullet[i].bulletdir.y=0; + bullet[i].dist=0; + bullet[i].bullettype=0; + } + else + { + bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x+7.2,bullet[i].bulletpos.y+7.2,0,0.6*bullet[i].scale,0); + if (dis<=16&&bullet[i].scollable)++semicoll,++dsmc,bullet[i].scollable=false,SCEffect_Attatch(); + } + } +} +void ProcessBullet2() +{ + for (int i=1;i<=bulcnt;++i) + { + if (!bullet[i].exist||bullet[i].bullettype!=2)continue;//If this bullet doesn't exist or is not of this type, do not render it. + if (LOWFPS)bullet[i].lifetime+=17;else ++bullet[i].lifetime; + if (bullet[i].lifetime>=15000&&Refliction) + { + bullet[i].exist=false; + bullet[i].bulletpos.x=bullet[i].bulletpos.y=0; + bullet[i].bulletdir.x=bullet[i].bulletdir.y=0; + bullet[i].dist=0; + bullet[i].bullettype=0; + continue; + } + if (!DisablePlayer) + { + if (LOWFPS) + { + bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x)/20*17;//Process bullet's x coor. + bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y)/20*17;//Process bullet's y coor. + } + else + { + bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x)/20;//Process bullet's x coor. + bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y)/20;//Process bullet's y coor. + } + } + BulletEffect_Process(i); + double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet + if (bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600) + { + if (Refliction) + bullet[i].bulletdir.x=-bullet[i].bulletdir.x, + bullet[i].bulletdir.y=-bullet[i].bulletdir.y; + else + { + bullet[i].exist=false; + bullet[i].bulletpos.x=bullet[i].bulletpos.y=0; + bullet[i].bulletdir.x=bullet[i].bulletdir.y=0; + bullet[i].dist=0; + bullet[i].bullettype=0; + continue; + } + } + if (dis<=6) + //If collision is detected or the bullet flys out of screen, delete it. + { + ++coll,scminus+=10000; + bullet[i].exist=false; + bullet[i].bulletpos.x=bullet[i].bulletpos.y=0; + bullet[i].bulletdir.x=bullet[i].bulletdir.y=0; + bullet[i].dist=0; + bullet[i].bullettype=0; + continue; + } + else + { + bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x+7.2,bullet[i].bulletpos.y+7.2,0,0.6*bullet[i].scale,0); + if (dis<=16&&bullet[i].scollable)++semicoll,++dsmc,bullet[i].scollable=false,SCEffect_Attatch(); + } + } +} +//There is no need for ProcessBullet3() because they are in fact bullet2 +void ProcessBullet4() +{ + for (int i=1;i<=bulcnt;++i) + { + if (!bullet[i].exist||bullet[i].bullettype!=4)continue;//If this bullet doesn't exist or is not of this type, do not render it. + if (!DisablePlayer) + { + if (LOWFPS) + bullet[i].whirem+=17; + else + ++bullet[i].whirem; + if ((yelattrib&&bullet[i].whirem>=bullet[i].yelbrk)||!yelattrib) + { + bullet[i].whirem=0; + bullet[i].bulletdir.x=bullet[i].bulletpos.x-playerpos.x; + bullet[i].bulletdir.y=bullet[i].bulletpos.y-playerpos.y; + bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y; + bullet[i].dist=sqrt(bullet[i].dist); + } + if (LOWFPS) + { + bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20*17;//Process bullet's x coor. + bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20*17;//Process bullet's y coor. + } + else + { + bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor. + bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor. + } + //bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor. + //bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor. + } + BulletEffect_Process(i); + double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet + if (dis<=6||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600) + //If collision is detected or the bullet flys out of screen, delete it. + { + if (dis<=6)++coll,scminus+=10000; + bullet[i].exist=false; + bullet[i].bulletpos.x=bullet[i].bulletpos.y=0; + bullet[i].bulletdir.x=bullet[i].bulletdir.y=0; + bullet[i].dist=0; + bullet[i].bullettype=0; + } + else + { + bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x+7.2,bullet[i].bulletpos.y+7.2,0,0.6*bullet[i].scale,0); + if (dis<=16&&bullet[i].scollable)++semicoll,++dsmc,bullet[i].scollable=false,SCEffect_Attatch(); + } + } +} +void ProcessBullet5() +{ + for (int i=1;i<=bulcnt;++i) + { + if (!bullet[i].exist||bullet[i].bullettype!=5)continue;//If this bullet doesn't exist or is not of this type, do not render it. + if (!DisablePlayer) + { + if (LOWFPS) + { + bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20*17;//Process bullet's x coor. + bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20*17;//Process bullet's y coor. + } + else + { + bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor. + bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor. + } + //bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor. + //bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor. + } + BulletEffect_Process(i); + double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet + if (dis<=6||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600) + //If collision is detected or the bullet flys out of screen, delete it. + { + if (dis<=6)playerspeed*=0.9,playerslospeed*=0.9; + bullet[i].exist=false; + bullet[i].bulletpos.x=bullet[i].bulletpos.y=0; + bullet[i].bulletdir.x=bullet[i].bulletdir.y=0; + bullet[i].dist=0; + bullet[i].bullettype=0; + } + else + { + bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x+7.2,bullet[i].bulletpos.y+7.2,0,0.6*bullet[i].scale,0); + } + } +} +void ProcessBullet6() +{ + for (int i=1;i<=bulcnt;++i) + { + if (!bullet[i].exist||bullet[i].bullettype!=6)continue;//If this bullet doesn't exist or is not of this type, do not render it. + if (!DisablePlayer) + { + if (LOWFPS) + { + bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20*17;//Process bullet's x coor. + bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20*17;//Process bullet's y coor. + } + else + { + bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor. + bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor. + } + //bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor. + //bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor. + } + BulletEffect_Process(i); + if (!LOWFPS) + { + if (bullet[i].redattrib==0) + --bullet[i].redexplo; + else + bullet[i].redexplo-=2; + } + else + { + if (bullet[i].redattrib==0) + bullet[i].redexplo-=17; + else + bullet[i].redexplo-=34; + } + if (bullet[i].redexplo<=0&&!DisableAllTower) + { + if (bullet[i].redattrib==0) + { + for (int j=1;j<=8;++j) + { + int pnt=CreateBullet6(bullet[i].bulletpos.x,bullet[i].bulletpos.y,bullet[i].bulletspeed,bullet[i].oriexplo); + //hge->Effect_PlayEx(snd,100,(bullet[i].bulletpos.x-400)/4); + bullet[pnt].bulletdir.x=cos(j*0.785398); + bullet[pnt].bulletdir.y=sin(j*0.785398); + bullet[pnt].dist=bullet[pnt].bulletdir.x*bullet[pnt].bulletdir.x+bullet[pnt].bulletdir.y*bullet[pnt].bulletdir.y; + bullet[pnt].dist=sqrt(bullet[pnt].dist); + bullet[pnt].redattrib=1; + } + } + else + { + for (int j=1;j<=12;++j) + CreateBullet2(bullet[i].bulletpos.x,bullet[i].bulletpos.y,bullet[i].bulletspeed,j*0.5236+clockrot); + clockrot+=deltarot; + deltarot+=0.004363322313; + } + bullet[i].exist=false; + bullet[i].bulletpos.x=bullet[i].bulletpos.y=0; + bullet[i].bulletdir.x=bullet[i].bulletdir.y=0; + bullet[i].dist=0; + bullet[i].bullettype=0; + } + double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet + if (dis<=6||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600) + //If collision is detected or the bullet flys out of screen, delete it. + { + if (dis<=6)++coll,scminus+=10000; + bullet[i].exist=false; + bullet[i].bulletpos.x=bullet[i].bulletpos.y=0; + bullet[i].bulletdir.x=bullet[i].bulletdir.y=0; + bullet[i].dist=0; + bullet[i].bullettype=0; + } + else + { + bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x+7.2,bullet[i].bulletpos.y+7.2,0,0.6*bullet[i].scale,0); + if (dis<=16&&bullet[i].scollable)++semicoll,++dsmc,bullet[i].scollable=false,SCEffect_Attatch(); + } + } +} +void ProcessBullet7() +{ + for (int i=1;i<=bulcnt;++i) + { + if (!bullet[i].exist||bullet[i].bullettype!=7)continue;//If this bullet doesn't exist or is not of this type, do not render it. + if (!DisablePlayer) + { + if (LOWFPS) + { + bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20*17;//Process bullet's x coor. + bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20*17;//Process bullet's y coor. + } + else + { + bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor. + bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor. + } + //bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor. + //bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor. + } + BulletEffect_Process(i); + if (!LOWFPS) + { + if (bullet[i].redattrib==0) + --bullet[i].redexplo; + else + bullet[i].redexplo-=3; + } + else + { + if (bullet[i].redattrib==0) + bullet[i].redexplo-=17; + else + bullet[i].redexplo-=51; + } + if (bullet[i].redexplo<=0&&!DisableAllTower) + { + if (bullet[i].redattrib==0) + { + int pnt=CreateBullet7(bullet[i].bulletpos.x,bullet[i].bulletpos.y,bullet[i].bulletspeed,bullet[i].oriexplo); + //hge->Effect_PlayEx(snd,100,(bullet[i].bulletpos.x-400)/4); + bullet[pnt].bulletdir.x=0; + bullet[pnt].bulletdir.y=0; + bullet[pnt].dist=1; + bullet[pnt].redattrib=1; + bullet[i].exist=false; + bullet[i].bulletpos.x=bullet[i].bulletpos.y=0; + bullet[i].bulletdir.x=bullet[i].bulletdir.y=0; + bullet[i].dist=0; + bullet[i].bullettype=0; + } + else + { + if (!LOWFPS) + ++bullet[i].whiskp; + else + bullet[i].whiskp+=17; + if (bullet[i].whiskp>50) + { + for (int j=1;j<=12;++j) + CreateBullet2(bullet[i].bulletpos.x,bullet[i].bulletpos.y,bullet[i].bulletspeed,j*0.5236+whirot); + whirot+=dwhirot; + dwhirot+=0.004363322313; + bullet[i].whiskp=0; + --bullet[i].whirem; + } + if (bullet[i].whirem<=0) + { + bullet[i].exist=false; + bullet[i].bulletpos.x=bullet[i].bulletpos.y=0; + bullet[i].bulletdir.x=bullet[i].bulletdir.y=0; + bullet[i].dist=0; + bullet[i].bullettype=0; + } + } + } + double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet + if (dis<=6||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600) + //If collision is detected or the bullet flys out of screen, delete it. + { + if (dis<=6)++coll,scminus+=10000; + bullet[i].exist=false; + bullet[i].bulletpos.x=bullet[i].bulletpos.y=0; + bullet[i].bulletdir.x=bullet[i].bulletdir.y=0; + bullet[i].dist=0; + bullet[i].bullettype=0; + } + else + { + bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x+7.2,bullet[i].bulletpos.y+7.2,0,0.6*bullet[i].scale,0); + if (dis<=16&&bullet[i].scollable)++semicoll,++dsmc,bullet[i].scollable=false,SCEffect_Attatch(); + } + } +} +void ProcessBullet255() +{ + for (int i=1;i<=bulcnt;++i) + { + if (!bullet[i].exist||bullet[i].bullettype!=255)continue;//If this bullet doesn't exist or is not of this type, do not render it. + if (!DisablePlayer) + { + bullet[i].bulletdir.x=bullet[i].bulletpos.x-playerpos.x; + bullet[i].bulletdir.y=bullet[i].bulletpos.y-playerpos.y; + bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y; + bullet[i].dist=sqrt(bullet[i].dist); + if (LOWFPS) + { + bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20*17;//Process bullet's x coor. + bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20*17;//Process bullet's y coor. + } + else + { + bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor. + bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor. + } + //bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor. + //bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor. + } + double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet + if (dis<=6||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600) + //If collision is detected or the bullet flys out of screen, delete it. + { + bullet[i].exist=false; + bullet[i].bulletpos.x=bullet[i].bulletpos.y=0; + bullet[i].bulletdir.x=bullet[i].bulletdir.y=0; + bullet[i].dist=0; + bullet[i].bullettype=0; + } + else + { + bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x,bullet[i].bulletpos.y,0,0.5,0); + } + } +} +int CreateTower1(double x,double y,int timer,double bs,bool eff=false)//This returns the created tower number. +{ + int i; + if (towcnt==0) + towcnt=i=1; + else + { + for (i=1;i<=towcnt;++i) + { + if (!tower[i].exist)break; + if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero) + { + return i; + } + } + if (i>towcnt) + towcnt=i; + } + tower[i].exist=true; + tower[i].towertype=1; + tower[i].bulletspeed=bs; + tower[i].towertimer=tower[i].curtimer=timer; + tower[i].towerpos.x=x,tower[i].towerpos.y=y; + tower[i].towerspr=new hgeSprite(SprSheet2,44,0,44,44); + tower[i].towerspr->SetHotSpot(22,22); + tower[i].towerspr->SetColor(0x80FFFFFF); + tower[i].effect=eff; + return i; +} +int CreateTower2(double x,double y,int timer,double bs,bool eff=false)//This returns the created tower number. +{ + int i; + if (towcnt==0) + towcnt=i=1; + else + { + for (i=1;i<=towcnt;++i) + { + if (!tower[i].exist)break; + if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero)return i; + } + if (i>towcnt) + towcnt=i; + } + tower[i].exist=true; + tower[i].towertype=2; + tower[i].bulletspeed=bs; + tower[i].towertimer=tower[i].curtimer=timer; + tower[i].towerpos.x=x,tower[i].towerpos.y=y; + tower[i].towerspr=new hgeSprite(SprSheet2,0,0,44,44); + tower[i].towerspr->SetHotSpot(22,22); + tower[i].towerspr->SetColor(0x80FFFFFF); + tower[i].effect=eff; + return i; +} +int CreateTower3(double x,double y,int timer,double bs,bool eff=false)//This returns the created tower number. +{ + int i; + if (towcnt==0) + towcnt=i=1; + else + { + for (i=1;i<=towcnt;++i) + { + if (!tower[i].exist)break; + if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero)return i; + } + if (i>towcnt) + towcnt=i; + } + tower[i].exist=true; + tower[i].towertype=3; + tower[i].bulletspeed=bs; + tower[i].towertimer=tower[i].curtimer=timer; + tower[i].towerpos.x=x,tower[i].towerpos.y=y; + tower[i].towerspr=new hgeSprite(SprSheet2,0,0,44,44); + tower[i].towerspr->SetHotSpot(22,22); + tower[i].towerspr->SetColor(0x80FFFFFF); + tower[i].effect=eff; + return i; +} +int CreateTower4(double x,double y,int timer,double bs,int yelbrk=0,bool eff=false)//This returns the created tower number. +{ + int i; + if (towcnt==0) + towcnt=i=1; + else + { + for (i=1;i<=towcnt;++i) + { + if (!tower[i].exist)break; + if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero) + { + return i; + } + } + if (i>towcnt) + towcnt=i; + } + tower[i].exist=true; + tower[i].towertype=4; + tower[i].bulletspeed=bs; + tower[i].towertimer=tower[i].curtimer=timer; + tower[i].towerpos.x=x,tower[i].towerpos.y=y; + tower[i].towerspr=new hgeSprite(SprSheet2,88,44,44,44); + tower[i].towerspr->SetHotSpot(22,22); + tower[i].towerspr->SetColor(0x80FFFFFF); + tower[i].yelbrk=yelbrk; + tower[i].effect=eff; + return i; +} +int CreateTower5(double x,double y,int timer,double bs,bool eff=false)//This returns the created tower number. +{ + int i; + if (towcnt==0) + towcnt=i=1; + else + { + for (i=1;i<=towcnt;++i) + { + if (!tower[i].exist)break; + if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero) + { + return i; + } + } + if (i>towcnt) + towcnt=i; + } + tower[i].exist=true; + tower[i].towertype=5; + tower[i].bulletspeed=bs; + tower[i].towertimer=tower[i].curtimer=timer; + tower[i].towerpos.x=x,tower[i].towerpos.y=y; + tower[i].towerspr=new hgeSprite(SprSheet2,88,0,44,44); + tower[i].towerspr->SetHotSpot(22,22); + tower[i].towerspr->SetColor(0x80FFFFFF); + tower[i].effect=eff; + return i; +} +int CreateTower6(double x,double y,int timer,double bs,int redexplo,bool eff=false)//This returns the created tower number. +{ + int i; + if (towcnt==0) + towcnt=i=1; + else + { + for (i=1;i<=towcnt;++i) + { + if (!tower[i].exist)break; + if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero) + { + return i; + } + } + if (i>towcnt) + towcnt=i; + } + tower[i].exist=true; + tower[i].towertype=6; + tower[i].bulletspeed=bs; + tower[i].redexplo=redexplo; + tower[i].towertimer=tower[i].curtimer=timer; + tower[i].towerpos.x=x,tower[i].towerpos.y=y; + tower[i].towerspr=new hgeSprite(SprSheet2,0,44,44,44); + tower[i].towerspr->SetHotSpot(22,22); + tower[i].towerspr->SetColor(0x80FFFFFF); + tower[i].effect=eff; + return i; +} +int CreateTower7(double x,double y,int timer,double bs,int redexplo,bool eff=false)//This returns the created tower number. +{ + int i; + if (towcnt==0) + towcnt=i=1; + else + { + for (i=1;i<=towcnt;++i) + { + if (!tower[i].exist)break; + if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero) + { + return i; + } + } + if (i>towcnt) + towcnt=i; + } + tower[i].exist=true; + tower[i].towertype=7; + tower[i].bulletspeed=bs; + tower[i].redexplo=redexplo; + tower[i].towertimer=tower[i].curtimer=timer; + tower[i].towerpos.x=x,tower[i].towerpos.y=y; + tower[i].towerspr=new hgeSprite(SprSheet2,44,44,44,44); + tower[i].towerspr->SetHotSpot(22,22); + tower[i].towerspr->SetColor(0x80FFFFFF); + tower[i].whicnt=whicnt; + tower[i].effect=eff; + return i; +} +void ProcessTower1() +{ + for (int i=1;i<=towcnt;++i) + { + if (!tower[i].exist||tower[i].towertype!=1)continue; + tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545); + if (DisableAllTower)continue; + if (LOWFPS) + tower[i].curtimer-=17; + else + --tower[i].curtimer; + if (tower[i].curtimer<=0) + { + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + tower[i].curtimer=tower[i].towertimer; + CreateBullet1(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,tower[i].effect); + } + } +} +void ProcessTower2() +{ + for (int i=1;i<=towcnt;++i) + { + if (!tower[i].exist||tower[i].towertype!=2)continue; + tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545); + if (DisableAllTower)continue; + if (LOWFPS) + tower[i].curtimer-=17; + else + --tower[i].curtimer; + if (tower[i].curtimer<=0) + { + tower[i].curtimer=tower[i].towertimer; + for (int j=1;j<=12;++j) + CreateBullet2(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,j*0.5236+clockrot,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + clockrot+=deltarot; + //deltarot+=0.004363322313; + deltarot+=deltadelta; + } + } +} +void ProcessTower3() +{ + for (int i=1;i<=towcnt;++i) + { + if (!tower[i].exist||tower[i].towertype!=3)continue; + tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545); + if (DisableAllTower)continue; + if (LOWFPS) + tower[i].curtimer-=17; + else + --tower[i].curtimer; + if (tower[i].curtimer<=0) + { + tower[i].curtimer=tower[i].towertimer; + if (tower[i].t3t==0) + for (int j=1;j<=12;++j) + CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,j,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + if (tower[i].t3t==1) + { + CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,12,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,3,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,6,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,9,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + } + if (tower[i].t3t==2) + { + if (rand()%2==0) + CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,12,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + else + CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,6,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + } + if (tower[i].t3t==3) + { + if (rand()%2==0) + CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,3,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + else + CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,9,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + } + } + } +} +void ProcessTower4() +{ + for (int i=1;i<=towcnt;++i) + { + if (!tower[i].exist||tower[i].towertype!=4)continue; + tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545); + if (DisableAllTower)continue; + if (LOWFPS) + tower[i].curtimer-=17; + else + --tower[i].curtimer; + if (tower[i].curtimer<=0) + { + tower[i].curtimer=tower[i].towertimer; + CreateBullet4(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,tower[i].yelbrk,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + } + } +} +void ProcessTower5() +{ + for (int i=1;i<=towcnt;++i) + { + if (!tower[i].exist||tower[i].towertype!=5)continue; + tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545); + if (DisableAllTower)continue; + if (LOWFPS) + tower[i].curtimer-=17; + else + --tower[i].curtimer; + if (tower[i].curtimer<=0) + { + tower[i].curtimer=tower[i].towertimer; + CreateBullet5(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + } + } +} +void ProcessTower6() +{ + for (int i=1;i<=towcnt;++i) + { + if (!tower[i].exist||tower[i].towertype!=6)continue; + tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545); + if (DisableAllTower)continue; + if (LOWFPS) + tower[i].curtimer-=17; + else + --tower[i].curtimer; + if (tower[i].curtimer<=0) + { + tower[i].curtimer=tower[i].towertimer; + CreateBullet6(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,tower[i].redexplo,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + } + } +} +void ProcessTower7() +{ + for (int i=1;i<=towcnt;++i) + { + if (!tower[i].exist||tower[i].towertype!=7)continue; + tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545); + if (DisableAllTower)continue; + if (LOWFPS) + tower[i].curtimer-=17; + else + --tower[i].curtimer; + if (tower[i].curtimer<=0) + { + tower[i].curtimer=tower[i].towertimer; + CreateBullet7(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,tower[i].redexplo,tower[i].effect); + //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4); + } + } +} -- cgit v1.2.3