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Gekikoh Dennoh Club 7
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Gekikoh Dennoh Club Vol. 7 (Japan).7z
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otoko
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FuncEnemy
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round4.c
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C/C++ Source or Header
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1999-06-14
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5KB
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232 lines
/* 回転4枚羽 */
#include <xsp2lib.h>
#include "../otoko.h"
#include "../player.h"
#include "../enemy.h"
#include "../eshot.h"
#include "../effect.h"
#include "../priority.h"
#include "../sound.h"
#include "../psearch.h"
#include "../entry.h"
#define PALET_MAIN 0x0800
#define HP_0 180
#define SHOT_SPEED 7
static short EnemyMoveRound4 (ENEMY *);
static void EnemyTiniRound4 (ENEMY *);
enum {
APPEAR_LEFT = 0, APPEAR_RIGHT
};
#define ENTRY_CONTROL_ADD 10 /* entry_control に足す値 */
void EnemyInitRound4 (ENEMY * p)
{
if (SHORT_LX < 144) {
p->cwork = APPEAR_LEFT;
p->vx = 5 * 65536;
} else {
p->cwork = APPEAR_RIGHT;
p->vx = -5 * 65536;
}
p->vy = -(3 << 16);
p->hit_px = 24;
p->hit_py = 16;
p->hit_sx = 24;
p->hit_sy = 16;
p->hit_cx = 6;
p->damage = 0;
p->flash = 0;
p->hp = HP_0;
p->pt = obj_round4 + 25;
p->seq = 0;
p->work2 = 0;
p->m_work3 = 0; /* 回転角(8+8bit 固定小数点) */
p->m_work4 = 2 << 8; /* 回転角の速度 */
p->core_pt = sp_core01;
p->core_info = PALET_CORE_RED | PRIORITY_BOSS;
p->func_enemy_move = EnemyMoveRound4;
p->func_enemy_tini = EnemyTiniRound4;
entry_control += ENTRY_CONTROL_ADD;
}
static short EnemyMoveRound4 (ENEMY * p)
{
/* 速度を足して上位ワード(固定整数部)だけ取り出す */
p->x = (p->lx += p->vx) >> 16;
p->y = (p->ly += p->vy) >> 16;
switch (p->seq) {
case 0:
/* 移動処理 */
if (p->cwork == APPEAR_LEFT)
if (p->vx > 0)
p->vx -= 4096;
else
p->vx = 0;
else if (p->vx < 0)
p->vx += 4096;
else
p->vx = 0;
if (SHORT_VY < 0)
p->vy += 4096;
/* 回転処理 */
p->m_work3 += p->m_work4;
if (p->m_work4 > 64)
p->m_work4 -= 4;
p->pt = obj_round4 + 25 + *(char *) (&p->m_work3);
if (p->m_work3 > (8 << 8)) {
p->m_work3 -= (8 << 8);
p->pt = obj_round4 + 25;
if (p->m_work4 < 192) {
/* 回転数が落ちてほとんど停止したら次の段階へ移行 */
p->seq++;
p->vx = 0;
p->pt = obj_round4;
}
}
break;
case 1: /* 羽を開く */
p->pt++;
if (p->pt == obj_round4 + 13)
SoundSetSE (SE_LOCK); /* 「がちゃん」という効果音を鳴らす */
if (p->pt > obj_round4 + 23) {
p->seq++;
p->s_work = p->s_work2 = p->s_work3 = 0;
p->s_angle = 64;
p->m_work3 = 0; /* 回転角(8+8bit固定小数点) */
p->m_work4 = 16; /* 回転角加速度 */
if (p->x > player->x) /* この時点で自機をサーチ */
p->cwork2 = !0;
else
p->cwork2 = 0;
}
break;
case 2: /* 開いた状態で回転 */
/* 移動処理 */
if (p->vy < 65536)
p->vy += 4096;
/* 回転処理 */
p->m_work3 += p->m_work4;
if (p->m_work4 < 256)
p->m_work4 += 4;
else
p->m_work4 = 256;
if (p->m_work3 > (8 << 8))
p->m_work3 -= (8 << 8);
p->pt = obj_round4 + 25 + 9 + *(char *) (&p->m_work3);
/* 攻撃処理 */
switch (p->s_work) {
case 0:
if (p->s_work2++ > 20) {
p->s_work++;
p->s_work2 = 0;
}
break;
case 1:
#define INTERVAL2_1 7
#define SPEED_SHOT2 8
if (p->s_work2++ > INTERVAL2_1) {
char a = p->s_angle;
p->s_work2 = 0;
EshotInit (ESHOT_NRG03, p->x, p->y, SPEED_SHOT2, a+64*0, 2);
EshotInit (ESHOT_NRG03, p->x, p->y, SPEED_SHOT2, a+64*1, 2);
EshotInit (ESHOT_NRG03, p->x, p->y, SPEED_SHOT2, a+64*2, 2);
EshotInit (ESHOT_NRG03, p->x, p->y, SPEED_SHOT2, a+64*3, 2);
SoundSetSE (SE_ESHOT); /* 敵ショット音 */
p->s_angle+=12;
if (p->s_work3++ == 8)
p->core_info = PALET_CORE_BLUE | PRIORITY_BOSS;
if (p->s_work3 > 10)
p->seq++;
}
break;
}
break;
case 3: /* 上昇して逃げる */
/* 移動処理 */
if (p->vy > -65536)
p->vy -= 4096;
/* 回転処理 */
p->m_work3 += p->m_work4;
if (p->m_work4 < 256)
p->m_work4 += 4;
else
p->m_work4 = 256;
if (p->m_work3 > (8 << 8))
p->m_work3 -= (8 << 8);
p->pt = obj_round4 + 25 + 9 + *(char *) (&p->m_work3);
break;
}
/* 画面外に出たら消去 */
if (SHORT_LY < -48)
return (-1); /* 消去 */
/* 自機ショットに当たった時の処理 */
if (p->damage) {
if (p->damage_core) {
SoundSetSE (SE_CORE_DAMAGE);
p->info = PALET_RED | PRIORITY_BOSS;
p->damage_core = 0;
} else {
SoundSetSE (SE_DAMAGE);
p->info = PALET_DAMAGE | PRIORITY_BOSS;
}
if ((p->hp -= p->damage) <= 0) {
EffectInit (EFFECT_EXPL, 0, p->x, p->y);
SoundSetSE (SE_EXPL_M); /* 中ボス爆発音 */
if (p->core_info == (PALET_CORE_RED | PRIORITY_BOSS))
EffectInit (EFFECT_POINTS_RED, POINTS_1200, p->x, p->y);
else
EffectInit (EFFECT_POINTS_BLUE, POINTS_700, p->x, p->y);
if (disp_level == DISP_LEVEL_HIGH)
EffectInit (EFFECT_HAHENMINI, 0, p->x, p->y);
return (-1); /* 消去 */
}
p->damage = 0;
p->flash = TIMER_FLASH_DAMAGE;
} else {
if ((p->flash++ > TIMER_FLASH_RED) && (p->hp < 80)) {
p->info = PALET_RED | PRIORITY_BOSS;
if (p->flash > TIMER_FLASH_NORMAL)
p->flash = 0;
} else {
p->info = PALET_MAIN | PRIORITY_BOSS;
}
}
xobj_set_st (p);
/* コアの表示 */
p->core_x = p->x - 8; /* コアの中心は (-8,-8) ドットずれる */
p->core_y = p->y - 8;
xsp_set_st (&(p->core_x));
return (0);
}
static void EnemyTiniRound4 (ENEMY * p)
{
entry_control -= ENTRY_CONTROL_ADD;
}