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Gekikoh Dennoh Club 7
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Gekikoh Dennoh Club Vol. 7 (Japan).7z
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Gekikoh Dennoh Club Vol. 7 (Japan) (Track 01).bin
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games
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otoko
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source.lzh
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FuncEnemy
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zako04.c
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C/C++ Source or Header
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1999-06-14
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4KB
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164 lines
/* ザコ4 */
#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"
#define PALET_MAIN 0x0600
#define wabs(x) ((x) >= 0 ? (short) (x) : (short) -(x))
#define abs(x) ((x) >= 0 ? (int) (x) : (int) -(x))
static short points_disp; /* 得点を表示するか */
static short EnemyMoveZako04 (ENEMY *);
static void EnemyTiniZako04 (ENEMY *);
/* ゲーム開始時に1回だけ呼ばれる */
void EnemyInitStaticZako04 (void)
{
points_disp = 0;
}
void EnemyInitZako04 (ENEMY * p)
{
p->vx = 16384;
p->vy = 4 * 65536;
p->hit_px = 8;
p->hit_py = 12;
p->hit_sx = 12;
p->hit_sy = 12;
p->hit_cx = 4;
p->damage = p->damage_core = 0;
p->hp = 1;
p->seq = 0;
p->m_work2 = 0;
p->work2 = 0;
p->work4 = 0; /* 1回接近したか */
p->angle = 64;
p->pt = obj_zako04 + ((p->angle) >> 3);
p->info = PALET_MAIN | PRIORITY_ZAKO;
p->core_pt = sp_core01 + 1;
p->core_info = PALET_CORE_BLUE | PRIORITY_ZAKO;
p->func_enemy_move = EnemyMoveZako04;
p->func_enemy_tini = EnemyTiniZako04;
}
static short EnemyMoveZako04 (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: /* まず突っ込んでくる */
/* ある程度進んだか自機に近付いたら減速 */
if ((p->m_work2++ > 45) || (p->y > player->y - 32))
p->seq++;
break;
case 1: /* 減速 */
p->vy -= 16384;
if (SHORT_VY < 1) {
p->seq++;
p->work2 = 0;
p->s_work2 = 0;
p->core_info = PALET_CORE_RED | PRIORITY_ZAKO; /* コア赤くなる */
}
break;
/* 直線運動しつつこちらを向く */
case 2:
/* 移動処理 */
p->vy -= 512;
if (SHORT_VY < 0)
p->seq++;
if (p->work2++ > 4) {
p->work2 = 0;
/* 自機の方を向く */
if ((unsigned char) (p->angle - psearch (p->x, p->y)) > (unsigned char) 128)
p->angle += 4;
else
p->angle -= 4;
p->pt = obj_zako04 + ((p->angle) >> 3);
}
/* 攻撃処理 */
#define INTERVAL2 30
#define SPEED_SHOT 15
if (p->s_work2++ > INTERVAL2) {
p->s_work2 = 0;
EshotInit (ESHOT_NRG02, SHORT_LX, SHORT_LY, SPEED_SHOT, p->angle, 0);
SoundSetSE (SE_ESHOT); /* 敵ショット音 */
}
break;
/* 撤退 */
case 3:
if (SHORT_VY > -3)
p->vy -= 4096;
if ((p->angle > 192 - 4) && (p->angle < 192 + 4)) {
p->angle = 192;
} else {
/* 上を向く */
if ((unsigned char) (p->angle - 192) > (unsigned char) 128)
p->angle += 4;
else
p->angle -= 4;
}
p->pt = obj_zako04 + ((p->angle) >> 3);
/* 画面外に出たら消去 */
if (p->y < -32)
return (-1); /* 消去 */
break;
default:
break;
}
/* 自機ショットに当たった時の処理 */
/* ザコは一撃で死ぬのでコア云々は考慮しなくて良い */
if (p->damage) {
EffectInit (EFFECT_EXPLZAKO, 0, p->x, p->y);
SoundSetSE (SE_EXPL);
if (points_disp < ZAKO_SCORE_DISP) {
points_disp++;
if (p->core_info == (PALET_CORE_RED | PRIORITY_ZAKO))
EffectInit (EFFECT_POINTS_RED, POINTS_300, p->x, p->y);
else
EffectInit (EFFECT_POINTS_BLUE, POINTS_200, p->x, p->y);
} else {
if (p->core_info == (PALET_CORE_RED | PRIORITY_ZAKO))
EffectInit (EFFECT_POINTS, POINTS_300, p->x, p->y);
else
EffectInit (EFFECT_POINTS, POINTS_200, p->x, p->y);
}
return (-1); /* 消去 */
}
xobj_set_st (p);
/* コアの表示 */
p->core_x = p->x - 8;
p->core_y = p->y - 8;
xsp_set_st (&(p->core_x));
return (0);
}
static void EnemyTiniZako04 (ENEMY * p)
{
}