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#ifndef BULLET_H
#define BULLET_H
#include "smmath.hpp"
#include "smentity.hpp"
#include "coreshared.hpp"
class bulletBase
{
public:
smvec2d pos,vel,acc;
double velim;
//velim: velocity scalar limit.
double collrange,scollrange;
float renderscale;
//collision range and semi-collision range. Replacing "collable" and "scollable".
bool extborder,invincible;
//extborder: true=not removed if out of screen.
//invincible: true=not removed if collided with player or in range of CLR.
bool exist,addblend,special;
int attrd[16],scb,cscb,cb,ccb;
double attrf[16];
TColors basecolor;
DWORD rendercolor;
virtual void init(char fstarg,...);
virtual void update();
virtual void render();
virtual ~bulletBase();
};
class bulletBonus:public bulletBase
{
public:
void init(char fstarg,...)override;
void update()override;
};
class bulletFX:public bulletBase
{
public:
void init(char fstarg,...)override;
void update()override;
};
class bulletManager
{
private:
bulletBase* bullets[10240];
int alloced,used;
smEntity2D* bulent2d[COLOR_COUNT];
smEntity3D* bulent3d[COLOR_COUNT];
public:
void init();
void deinit();
template<class T>int allocBullet()
{
if(!alloced)
{
alloced=1;
bullets[0]=new T;
return 0;
}
else
{
int i;
for(i=0;i<alloced;++i)
if(!bullets[i]->exist)break;
if(i==alloced)
bullets[alloced++]=new T;
else
{
delete bullets[i];
bullets[i]=new T;
}
return i;
}
return -1;
}
template<class T>int createBullet()
{
//stub...
int ptr=allocBullet<T>();
bullets[ptr]->init(0);
return ptr;
}
void updateBullet();
void renderBullet();
void addFXBullet(TColors col,int base,int var);
bulletBase* getHandle(int id);
smEntity2D* getBulEntity2D(TColors col);
smEntity3D* getBulEntity3D(TColors col);
};
extern bulletManager *bmInstance;
#endif
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