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1 #ifndef INCLUDE_OBJECT
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2 #define INCLUDE_OBJECT
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3
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4 #define TAMALV1P 14
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5 #define TAMALV2P 50
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6 #define TAMALV3P 24
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7
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8 #define LASERLV1P 17
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9 #define LASERLV2P 154
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10 #define LASERLV3P 51
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11
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12 #define TRUE 1
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13 #define FALSE 0
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14 #define BOOL char
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15
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16 typedef struct player {
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17 int x;
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18 int y;
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19 int ch;
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20 int point;
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21 BOOL bf;
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22 int muteki;
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23 int zanki;
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24 int ccount;
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25 } player;
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26
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27 typedef struct tama {
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28 int x;
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29 int y;
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30 } tama;
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31
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32 typedef struct tama1 {
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33 int x;
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34 int y;
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35 int r;
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36 int l;
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37 } tama1;
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38
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39 typedef struct tama2 {
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40 int x;
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41 int y;
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42 int rr;
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43 int sr;
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44 int sl;
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45 int ll;
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46 } tama2;
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47
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48 typedef struct stge {
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49 int stg;
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50 } stge;
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51
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52 typedef struct laser {
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53 float x;
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54 float y;
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55 float sx;
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56 float sy;
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57 int r;
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58 int enemyno;
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59 float s;
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60 } laser;
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61
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62 typedef struct bomchar {
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63 int x;
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64 int y;
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65 int f;
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66 int no;
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67 } bomchar;
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68
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69 typedef struct CHARACTER{
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70 float x; //position
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71 float y;
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72
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73 float vx; //velocity
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74 float vy;
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75
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76 float vit; //vitality
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77 int score;
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78 int dt1;
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79 int dt2;
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80 int charano; //sprite_number
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81 BOOL tama; //bullet identifier
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82 BOOL f; //apiarance idenfifier
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83 float s;
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84
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85 struct CHARACTER * (*state)(struct CHARACTER *p);
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86 struct CHARACTER * (*collision)(struct CHARACTER *p);
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87 struct CHARACTER *next;
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88 struct CHARACTER *prev;
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89
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90 } CHARACTER;
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91
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92 CHARACTER * noaction(CHARACTER *p);
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93 CHARACTER * delete_chara(CHARACTER *p);
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94 extern void Bom(int x, int y, int bchar, bomchar bchar);
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95
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96 #endif
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