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Gekkan Dennou Club 145
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Gekkan Dennou Club - 2000.6 Vol. 145 (Japan).7z
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Gekkan Dennou Club - 2000.6 Vol. 145 (Japan) (Track 1).bin
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spassion
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SOURCE
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FuncEnemy
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BUBBLE.C
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2000-03-29
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5KB
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226 lines
/*
#include <stdio.h>
#include <iocslib.h>
void key_wait( void );
#define BIT(i) (1<<(i))
*/
/*
アイテムを持っている敵
とりあえずサイン波的な動き
*/
#include <xsp2lib.h>
#include "../SPASSION.H"
#include "../player.h"
#include "../enemy.h"
#include "../eshot.h"
#include "../effect.h"
#include "../priority.h"
#include "../sound.h"
#include "../entry.h"
#ifndef NULL
#define NULL ((void *) 0)
#endif
#define PALET_MAIN 0x0600
static short MoveEnemyBubble_L( ENEMY *ene );
/*static void TiniEnemyBubble_L(ENEMY *);*/
static short MoveEnemyBubble(ENEMY *);
/*static void TiniEnemyBubble(ENEMY *);*/
#define PT_ST_L 0x7
#define PT_END_L 0xA
#define PT_ST 0x13
#define PT_END 0x16
static HIT_XY4 hitl_p[]={-6-PLAYER_HIT_X,-6-PLAYER_HIT_Y,6+PLAYER_HIT_X,6+PLAYER_HIT_Y};
static HIT_XY4 hitl_o[]={-6-OPTION_HIT_X,-6-OPTION_HIT_Y,6+OPTION_HIT_X,6+OPTION_HIT_Y};
static HIT_XY4 hitl_s[]={-6,-6,6,6};
/* 16x16キャラの当たり判定 */
extern HIT_XY4 hit8_p;
extern HIT_XY4 hit8_o;
extern HIT_XY4 hit8_s;
static unsigned char seed=0;
void InitEnemyBubble_LHit( void )
{
}
/* InitEnemyZako00Hitと同じなのでいらない */
void InitEnemyBubbleHit( void )
{
}
void InitEnemyBubble_L(ENEMY *ene)
{
short pal[8]= {0x100,0x600,0x600,0x700,0x800,0xA00,0xB00,0xC00};
/* ene->info = PALET_MAIN | PRIORITY_ZAKO;*/
ene->info = pal[rndtable[seed++]&7] | PRIORITY_ZAKO;
seed&=255;
ene->vx = (ene->arg>>8 ) * 32768; /* 引数の上位バイトをvxにする */
ene->vy = ((char)(ene->arg&0xFF)) * 32768; /* 引数の下位バイトをvyにする */
ene->hit_p[0] = &hitl_p[0];ene->hit_p[1]=NULL;
ene->hit_o[0] = &hitl_o[0];ene->hit_o[1]=NULL;
ene->hit_s[0] = &hitl_s[0];ene->hit_s[1]=NULL;
ene->hp = 20;
ene->no_dead = 1;
ene->func_enemy_move = MoveEnemyBubble_L;
/* ene->func_enemy_tini = TiniEnemyBubble_L;*/
}
void InitEnemyBubble(ENEMY *ene)
{
int pvx,pvy;
/* 速度を落とす */
if( ene->parent->vx < 0 )
pvx=ene->parent->vx*-1;
else
pvx=ene->parent->vx;
if( ene->parent->vy < 0 )
pvy=ene->parent->vy*-1;
else
pvy=ene->parent->vy;
if( pvx>>16 < (ene->vx = (rndtable[seed++] & 0x3)) )
ene->vx=ene->parent->vx/2;
else
ene->vx *= 32768;
seed&=255;
if( rndtable[seed++]>127 )
ene->vx *= -1;
seed&=255;
/* 速度を落とす */
if( pvy>>16 < (ene->vy = (rndtable[seed++] & 0x3)) )
ene->vy=ene->parent->vy/2;
else
ene->vy *= 32768;
seed&=255;
if( rndtable[seed++]>127 )
ene->vy *= -1;
seed&=255;
ene->info = ene->arg;
ene->hit_p[0] = &hit8_p;ene->hit_p[1]=NULL;
ene->hit_o[0] = &hit8_o;ene->hit_o[1]=NULL;
ene->hit_s[0] = &hit8_s;ene->hit_s[1]=NULL;
ene->hp = 10;
ene->no_dead = 1;
ene->func_enemy_move = MoveEnemyBubble;
/* ene->func_enemy_tini = TiniEnemyBubble;*/
}
static short MoveEnemyBubble_L( ENEMY *ene )
{
/* short anim_num;*/
/* 速度を足して上位ワード(固定整数部)だけ取り出す */
ene->x = ((ene->lx += ene->vx) >> 16);
ene->y = ((ene->ly += ene->vy) >> 16);
ene->pt = obj_obj_b+PT_ST_L+(ene->anim_count++)/8;
if( ene->pt > obj_obj_b+PT_END_L ){
ene->pt = obj_obj_b+PT_ST_L;
ene->anim_count=0;
}
#if 0
if(ENE_X < 128){
ene->lx = 128*65536;
ene->ly = 128*65536;
ene->vx = 0;
ene->vy = 0;
}
if( BITSNS(0x04) & BIT(1) ){
while( BITSNS(0x04) & BIT(1) );
entry_counter_stop = 0;
return (0);
}
#endif
/* 画面外に出たら消去 */
if( ENE_X < 16 - 16 || ENE_X > 255 + 32 || ENE_Y < 16 - 16 || ENE_Y > 255 + 32 )
return (0);
/* ダメージを受けた時の処理 */
#if 1
if(ene->damage){
if( ene->damage_kind!=PLAYER_ATTACK ){
if((ene->hp -= ene->damage) <= 0) {
SetSE(SE_EXPL_BUBBLE); /* 爆発音 */
ene->player->score += 5;
MakeEnemy(ENEMY_BUBBLE , ene->x , ene->y, ene->info, ene); /* 泡(小)生成 */
MakeEnemy(ENEMY_BUBBLE , ene->x , ene->y, ene->info, ene); /* 泡(小)生成 */
return (0); /* 消去 */
}
}else if( ene->player->state==PLAYER_ALIVE ){
ene->player->x = ((ene->player->lx = ene->lx-(5<<16)) >> 16);
ene->player->y = ((ene->player->ly = ene->ly ) >> 16);
ene->damage_kind=0;
}
ene->damage = 0;
}
#endif
xobj_set_st(ene);
return(1);
}
static short MoveEnemyBubble( ENEMY *ene )
{
/* short anim_num;*/
/* 速度を足して上位ワード(固定整数部)だけ取り出す */
ene->x = ((ene->lx += ene->vx) >> 16)-8; /*-8は表示位置をずらすため*/
ene->y = ((ene->ly += ene->vy) >> 16)-8;
ene->pt = obj_obj+PT_ST+(ene->anim_count++)/8;
if( ene->pt > obj_obj+PT_END ){
ene->pt = obj_obj+PT_ST;
ene->anim_count=0;
}
#if 0
if(ENE_X < 128){
ene->lx = 64*65536;
ene->ly = 192*65536;
ene->vx = 0;
ene->vy = 0;
}
if( BITSNS(0x04) & BIT(1) ){
while( BITSNS(0x04) & BIT(1) );
entry_counter_stop = 0;
return (0);
}
#endif
/* 画面外に出たら消去 */
if( ENE_X < 16 - 8 || ENE_X > 255 + 24 || ENE_Y < 16 - 8 || ENE_Y > 255 + 24 )
return (0);
/* ダメージを受けた時の処理 */
#if 1
if(ene->damage){
if((ene->hp -= ene->damage) <= 0) {
SetSE(SE_EXPL_BUBBLE); /* 爆発音 */
ene->player->score += 1;
return (0); /* 消去 */
}
ene->damage = 0;
}
#endif
xsp_set_st(ene);
return(1);
}
/*
static void TiniEnemyBubble(ENEMY * p)
{
}
*/