/* シノブの飛び道具 */
#include <stdlib.h>
#include "game.h"
#include "global.h"


int shinobu_fire_init(int player)
{
	/* フォース */
	SCDL(0).auto_anime	= 1;
	SCDL(0).auto_move	= 1;
	SCDL(0).vect_x		= 30;
	SCDL(0).vect_y		= 0;
	
	SCDL(0).twinkle1	= 1;
	SCDL(0).ptr_set1	= 12;
	SCDL(0).ptr_no1		= 0;
	SCDL(0).ptr_ed1		= 5;
	SCDL(0).pal1		= PAL_CHAR(player, 5);
	SCDL(0).interval1	= 20;
	
	SCDL(0).interval2	= -1;
	SCDL(0).interval3	= -1;
	
	
	
	/* タマ */
	SCDL(9).auto_anime	= 1;
	SCDL(9).auto_move	= 1;
	SCDL(9).vect_x		= 25;
	SCDL(9).vect_y		= 0;
	
	SCDL(9).twinkle1	= 0;
	SCDL(9).ptr_set1	= 5;
	SCDL(9).ptr_no1		= 0;
	SCDL(9).ptr_ed1		= 4;
	SCDL(9).pal1		= PAL_CHAR(player, 4);
	SCDL(9).interval1	= 40;
	
	SCDL(9).twinkle2	= 1;
	SCDL(9).ptr_set2	= 5;
	SCDL(9).ptr_no2		= 5;
	SCDL(9).ptr_ed2		= 5;
	SCDL(9).pal2		= PAL_CHAR(player, 4);
	SCDL(9).interval2	= 200;
	
	SCDL(9).twinkle3	= 1;
	SCDL(9).ptr_set3	= 5;
	SCDL(9).ptr_no3		= 0;
	SCDL(9).ptr_ed3		= 4;
	SCDL(9).pal3		= PAL_CHAR(player, 4);
	SCDL(9).interval3	= 40;
	
	
	SCDL(10).auto_anime	= 1;
	SCDL(10).auto_move	= 1;
	SCDL(10).vect_x		= 35;
	SCDL(10).vect_y		= 0;
	
	SCDL(10).twinkle1	= 0;
	SCDL(10).ptr_set1	= 5;
	SCDL(10).ptr_no1	= 0+6;
	SCDL(10).ptr_ed1	= 4+6;
	SCDL(10).pal1		= PAL_CHAR(player, 4);
	SCDL(10).interval1	= 40;
	
	SCDL(10).twinkle2	= 1;
	SCDL(10).ptr_set2	= 5;
	SCDL(10).ptr_no2	= 5+6;
	SCDL(10).ptr_ed2	= 5+6;
	SCDL(10).pal2		= PAL_CHAR(player, 4);
	SCDL(10).interval2	= 200;
	
	SCDL(10).twinkle3	= 1;
	SCDL(10).ptr_set3	= 5;
	SCDL(10).ptr_no3	= 0+6;
	SCDL(10).ptr_ed3	= 4+6;
	SCDL(10).pal3		= PAL_CHAR(player, 4);
	SCDL(10).interval3	= 40;
	
	
	
	
}

/* フォース(仮称) */
/* 連射可能雑魚弾 */
int shinobu_force(int player, int power)
{
	int i;
	
	
	
	i = getIdolFireID(player);
	
	/*
	if( INFO.sprit_energy<2048 )	 エナジー不足 
		return 0;
	INFO.sprit_energy -= 2048;
	*/
	
	/*
	INFO.motion |= MOV_ATK;
	INFO.attack |= ATK_BRT;
	INFO.attack |= ATK_DB;
	if( init==1 )
		INFO.attack |= ATK_POW1;
	else if( init==2 )
		INFO.attack |= ATK_POW2;
	else if( init==3 )
		INFO.attack |= ATK_POW3;
	else
		INFO.attack |= ATK_POW4;
	*/
	
	FIRE(i).use_flag = 1;
	FIRE(i).ptr_set = 12;
	FIRE(i).ptr_no = 0;
	FIRE(i).pos_x = INFO.pos_x;
	FIRE(i).pos_y = INFO.pos_y-40*POS_DEC;
	FIRE(i).direction = INFO.direction;
	FIRE(i).time = 400;
	FIRE(i).schedule = 0;
	FIRE(i).attack_pow = 256;
	FIRE(i).kezuri_pow = 128;
	FIRE(i).defend = 1;			/* 特殊相殺能力 */
	
	
	FIRE(i).pos_y -= rand()/4;
	FIRE(i).vect_add_y = (rand()-RAND_MAX/2)/64;	/* お遊び */
	
	return 1;
}



int shinobu_tama(int player, int power)
{
	int i;
	
	i = getIdolFireID(player);
	
	
	/*
	INFO.motion |= MOV_ATK;
	INFO.attack |= ATK_BRT;
	INFO.attack |= ATK_DB;
	if( init==1 )
		INFO.attack |= ATK_POW1;
	else if( init==2 )
		INFO.attack |= ATK_POW2;
	else if( init==3 )
		INFO.attack |= ATK_POW3;
	else
		INFO.attack |= ATK_POW4;
	*/
	
	FIRE(i).use_flag = 1;
	FIRE(i).ptr_set = 5;
	FIRE(i).ptr_no = 0;
	FIRE(i).pos_x = INFO.pos_x;
	FIRE(i).pos_y = INFO.pos_y-20*POS_DEC;
	FIRE(i).direction = INFO.direction;
	FIRE(i).time = 1200;
	FIRE(i).schedule = 9;
	FIRE(i).attack_pow = 2000;
	FIRE(i).kezuri_pow = 512;
	
	
	if( power<0 ){
		FIRE(i).ptr_no = 6;
		FIRE(i).time = 2000;
		FIRE(i).schedule = 10;
		FIRE(i).attack_pow = 4000;
		FIRE(i).kezuri_pow = 2000;
		FIRE(i).defend = 1;			/* 特殊相殺能力 */
	}
	
	return 1;
}




