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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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ZAKO00.C
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2000-03-20
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3KB
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138 lines
/*
#include <stdio.h>
#include <iocslib.h>
*/
/*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"
#include "../SUB.H"
#ifndef NULL
#define NULL ((void *) 0)
#endif
#define P_X (*((short *) (&player[0].lx))) /*lxの上位ワード*/
#define P_Y (*((short *) (&player[0].ly))) /*lyの上位ワード*/
#define PALET_MAIN 0x0500
short enemy_explode( ENEMY *ene );
static short MoveEnemyZako00(ENEMY *);
/*static void TiniEnemyZako00(ENEMY *);*/
#define PT_ST 0
#define PT_END 0+7
/* 16x16キャラの当たり判定 */
HIT_XY4 hit8_p={-8,-8,8,8};
HIT_XY4 hit8_o={-8,-8,8,8};
HIT_XY4 hit8_s={-8,-8,8,8};
void InitEnemyZako00Hit( void )
{
hit8_p.x1-=PLAYER_HIT_X;hit8_p.y1-=PLAYER_HIT_Y;
hit8_p.x2+=PLAYER_HIT_X;hit8_p.y2+=PLAYER_HIT_Y;
hit8_o.x1-=OPTION_HIT_X;hit8_o.y1-=OPTION_HIT_Y;
hit8_o.x2+=OPTION_HIT_X;hit8_o.y2+=OPTION_HIT_Y;
}
void InitEnemyZako00(ENEMY *ene)
{
ene->info = PALET_MAIN | PRIORITY_ZAKO;
ene->vx = -2 * 65536;
ene->vy = 0;
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 = 1;
ene->angle = 0;
ene->no_dead = 0;
ene->func_enemy_move = MoveEnemyZako00;
/* ene->func_enemy_tini = TiniEnemyZako00;*/
/* entry_counter_stop = !0;*/ /* エントリーカウンター停止 */
}
static short MoveEnemyZako00( ENEMY *ene )
{
unsigned char angle;
/* 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->angle=(ene->angle+4)&255;
ene->vy=vy_tbl[15][ene->angle];
ene->pt = obj_zako+PT_ST+(ene->anim_count++)/4;
if( ene->pt > obj_zako+PT_END ){
ene->pt = obj_zako+PT_ST;
ene->anim_count=0;
}
/* ene->hit_p=&hit1_p[anim_num];*/
/* ばらまき弾 */
switch (ene->state){
case 0:
if(ENE_X < 128){
switch ( level ){
case EASY:
break;
case NOMAL:
MakeEShot(ESHOT_ENG01, ENE_X, ENE_Y, 5, calc_direction( ENE_X, ENE_Y, P_X+CENTER_X, P_Y ), 4,0,ene);
SetSE(SE_ESHOT_ENRG); /* 敵ショット音 */
break;
case HARD:
angle=calc_direction( ENE_X, ENE_Y, P_X+CENTER_X, P_Y );
MakeEShot(ESHOT_ENG01, ENE_X, ENE_Y, 5, (angle-12)&255, 4,0,ene);
MakeEShot(ESHOT_ENG01, ENE_X, ENE_Y, 5, (angle+12)&255, 4,0,ene);
SetSE(SE_ESHOT_ENRG); /* 敵ショット音 */
break;
}
ene->state++;
}
break;
case 1:
/* 画面外に出たら消去 */
/* if(ENE_X < 128){
ene->lx = 128*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);
}
*/
if( ENE_X < 16 - 8 )
return (0);
}
/* ダメージを受けた時の処理 */
if(ene->damage){
MakeEffect(EFFECT_EXPLMINI, 0, ene->x, ene->y);
SetSE(SE_EXPL_S); /* 爆発音 */
ene->player->score += 1;
return (0); /* 消去 */
}
xsp_set_st(ene);
return(1);
}
/*
static void TiniEnemyZako00(ENEMY * p)
{
}
*/