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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <SDL.h>
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4 #include "SDL_opengl.h"
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5 #include "object.h"
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6 #include "Character.h"
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7 #include "Character_state.h"
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8 #include "tokuten.h"
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9 #include "collision.h"
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10 //#include "atari.h"
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11 #include "bom.h"
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12 #include "count2.h"
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13 #include "sound.h"
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14 //#include "Enemy.h"
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15 //#include "libps.h"
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16 #include "sgoex.h"
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17
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18 extern SpriteTable sptable[DEFOBJ];
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19
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20
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21 CHARACTER * atari(CHARACTER *p)
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22 {
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23 int i1, h, w, ex, ey, charno;
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24 int n;
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25 ex = p->x;
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26 ey = p->y;
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27 charno = p->charano;
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28 w = sptable[charno].w;
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29 h = sptable[charno].h;
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30 //i2 = playerno;
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31
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32
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33 //自機やられ
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34 #ifndef INVISIBLE_MODE
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35 if ((ex < jiki.x + 128 / 2) && (ex + w > jiki.x + 128 / 2)
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36 && (ey < jiki.y + 128 / 2) && (ey + h > jiki.y + 128 / 2)
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37 && jiki.muteki == 0) {
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38 //se_voice[0] = SsUtKeyOn(vab[JIKIOUT], 0, 0, 65, 0, 60, 60);
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39 Bom(jiki.x + 16, jiki.y + 16);
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40 jiki.bf = FALSE;
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41 jiki.zanki--;
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42 jiki.muteki = 120;
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43
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44 infg.stg = 0;
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45 infg_level--;
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46 if (infg_level < 0)
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47 infg_level = 0;
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48
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49 return p;
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50 }
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51 #endif
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52
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53 if (p->tama == TRUE)
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54 goto jumping;
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55 for (i1 = 0; i1 < tama_lv1_end + 1; i1++) {
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56
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57 if ((tama_lv1[i1].x + 64 + 64 > ex)
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58 && (ex + w > tama_lv1[i1].x + 16)
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59 && (tama_lv1[i1].y + 128 > ey) && (tama_lv1[i1].y < ey + h)
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60 && (tama_lv1[i1].r != -1)) {
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61 tama_lv1[i1].r = -1;
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62 p->vit -= TAMALV1P;
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63 infg.stg++;
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64 if (p->vit <= 0) {
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65 infg.stg += 4;
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66 Bom(p->x, p->y);
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67 enemycount += (p->score *
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68 ((infg.stg / 128) + infg_level + 1));
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69 p->state = delete_chara;
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70 p->collision = noaction;
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71 p->f = FALSE;
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72 return p;
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73 }
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74 }
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75 if ((tama_lv1[i1].x + 64 > ex) && (ex + w > tama_lv1[i1].x)
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76 && (tama_lv1[i1].y + 128 > ey) && (tama_lv1[i1].y < ey + h)
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77 && (tama_lv1[i1].l != -1)) {
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78 tama_lv1[i1].l = -1;
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79 p->vit -= TAMALV1P;
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80 infg.stg++;
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81 if (p->vit <= 0) {
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82 infg.stg += 4;
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83 Bom(p->x, p->y);
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84 enemycount += (p->score *
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85 ((infg.stg / 128) + infg_level + 1));
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86 p->state = delete_chara;
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87 p->collision = noaction;
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88 p->f = FALSE;
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89 return p;
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90 }
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91 }
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92 }
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93
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94 for (i1 = 0; i1 < tama_lv2_end + 1; i1++) {
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95 if ((tama_lv2[i1].x + 128 + 64 > ex)
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96 && (ex + w > tama_lv2[i1].x + 128)
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97 && (tama_lv2[i1].y + 192 > ey) && (tama_lv2[i1].y < ey + h)
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98 && (tama_lv2[i1].rr != -1)) {
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99 tama_lv2[i1].rr = -1;
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100 p->vit -= TAMALV2P;
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101 infg.stg++;
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102 if (p->vit <= 0) {
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103 infg.stg += 4;
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104 Bom(p->x, p->y);
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105 enemycount += (p->score *
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106 ((infg.stg / 128) + infg_level + 1));
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107 p->state = delete_chara;
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108 p->collision = noaction;
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109 p->f = FALSE;
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110 return p;
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111 }
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112 }
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113
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114 if ((tama_lv2[i1].x + 64 + 64 > ex)
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115 && (ex + w > tama_lv2[i1].x + 16)
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116 && (tama_lv2[i1].y - 32 + 192 > ey)
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117 && (tama_lv2[i1].y - 32 < ey + h)
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118 && (tama_lv2[i1].sr != -1)) {
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119 tama_lv2[i1].sr = -1;
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120 p->vit -= TAMALV2P;
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121 infg.stg++;
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122 if (p->vit <= 0) {
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123 infg.stg += 4;
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124 Bom(p->x, p->y);
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125 enemycount += (p->score *
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126 ((infg.stg / 128) + infg_level + 1));
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127 p->state = delete_chara;
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128 p->collision = noaction;
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129 p->f = FALSE;
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130 return p;
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131 }
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132 }
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133 if ((tama_lv2[i1].x + 64 > ex) && (ex + w > tama_lv2[i1].x)
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134 && (tama_lv2[i1].y - 32 + 192 > ey)
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135 && (tama_lv2[i1].y - 32 < ey + h)
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136 && (tama_lv2[i1].sl != -1)) {
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137 tama_lv2[i1].sl = -1;
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138 p->vit -= TAMALV2P;
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139 infg.stg++;
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140 if (p->vit <= 0) {
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141 infg.stg += 4;
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142 Bom(p->x, p->y);
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143 enemycount += (p->score *
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144 ((infg.stg / 128) + infg_level + 1));
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145 p->state = delete_chara;
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146 p->collision = noaction;
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147 p->f = FALSE;
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148 return p;
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149 }
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150 }
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151 if ((tama_lv2[i1].x - 64 + 64 > ex)
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152 && (ex + w > tama_lv2[i1].x - 64)
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153 && (tama_lv2[i1].y + 192 > ey) && (tama_lv2[i1].y < ey + h)
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154 && (tama_lv2[i1].ll != -1)) {
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155 tama_lv2[i1].ll = -1;
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156 p->vit -= TAMALV2P;
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157 infg.stg++;
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158 if (p->vit <= 0) {
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159 infg.stg += 4;
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160 Bom(p->x, p->y);
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161 enemycount += (p->score *
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162 ((infg.stg / 128) + infg_level + 1));
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163 p->state = delete_chara;
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164 p->collision = noaction;
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165 p->f = FALSE;
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166 return p;
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167 }
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168 }
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169 }
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170 if ((tlv3[0].r > 0) && (jiki.x < ex + w) && (jiki.x + 128 > ex)
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171 && (jiki.y > ey + h)) {
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172 p->vit -= TAMALV3P;
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173 infg.stg++;
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174 if (p->vit <= 0) {
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175 infg.stg += 4;
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176 Bom(p->x, p->y);
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177 enemycount += (p->score *
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178 ((infg.stg / 128) + infg_level + 1));
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179 p->state = delete_chara;
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180 p->collision = noaction;
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181 p->f = FALSE;
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182 return p;
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183 }
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184 }
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185 jumping:
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186 if ((tlv3[0].r > 0) && (jiki.x < ex + w) && (jiki.x + 128 > ex)
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187 && (jiki.y + 128 > ey) && (jiki.y < ey + h)) {
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188 p->vit -= TAMALV3P;
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189 infg.stg++;
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190 if (p->vit <= 0) {
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191 infg.stg += 4;
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192 Bom(p->x, p->y);
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193 enemycount += (p->score *
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194 ((infg.stg / 128) + infg_level + 1));
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195 p->state = delete_chara;
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196 p->collision = noaction;
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197 p->f = FALSE;
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198 return p;
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199 }
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200 }
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201 /*laser lv1 */
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202 for (i1 = 0; i1 < laser_lv1_end + 1; i1++) {
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203 n = laser_lv1[i1].r * 128 / 4096;
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204
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205 if ((laser_lv1[i1].x + n > ex) && (ex + w > laser_lv1[i1].x)
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206 && (laser_lv1[i1].y + n > ey) && (laser_lv1[i1].y < ey + h)
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207 && (laser_lv1[i1].r != -1)) {
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208 laser_lv1[i1].r = -1;
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209 laser_lv1[i1].y = -1;
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210 p->vit -= LASERLV1P;
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211 infg.stg++;
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212 if (p->vit <= 0) {
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213 infg.stg += 4;
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214 Bom(p->x, p->y);
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215 enemycount += (p->score *
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216 ((infg.stg / 128) + infg_level + 1));
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217 p->state = delete_chara;
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218 p->collision = noaction;
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219 p->f = FALSE;
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220 return p;
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221 }
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222 }
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223 }
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224 /*shield(laser lv2) */
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225 if ((p->tama == TRUE) && (lg.stg > 0) &&
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226 (laser_lv2[0].x + 128 > ex) && (ex + w > laser_lv2[0].x - 128)
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227 && (laser_lv2[0].y + 128 > ey) && (laser_lv2[0].y - 128 < ey + h)
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228 && (laser_lv2[0].r != 0)) {
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229 p->vit -= LASERLV2P;
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230 lg.stg -= 26;
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231 infg.stg++;
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232 if (p->vit <= 0) {
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233 infg.stg += 4;
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234 Bom(p->x, p->y);
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235 enemycount += (p->score *
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236 ((infg.stg / 128) + infg_level + 1));
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237 p->state = delete_chara;
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238 p->collision = noaction;
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239 p->f = FALSE;
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240 return p;
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241 }
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242 }
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243 /*bomber(laser lv3) */
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244 if (laser_lv3[0].r < 62) {
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245 for (i1 = 1; i1 < 128; i1++) {
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246 if ((laser_lv3[i1].x + 128 > ex) && (ex + w > laser_lv3[i1].x)
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247 && (laser_lv3[i1].y + 128 > ey)
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248 && (laser_lv3[i1].y < ey + h)
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249 && (laser_lv3[i1].r > 0)) {
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250 tama_lv2[i1].rr = -1;
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251 p->vit -= LASERLV3P;
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252 infg.stg++;
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253 if (p->vit <= 0) {
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254 infg.stg += 4;
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255 Bom(p->x, p->y);
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256 enemycount += (p->score *
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257 ((infg.stg / 128) + infg_level + 1));
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258 p->state = delete_chara;
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259 p->collision = noaction;
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260 p->f = FALSE;
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261 return p;
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262 }
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263 }
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264 }
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265 }
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266 return p;
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267 }
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