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1 #include "bool.h"
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2
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3 #ifndef _ENEMY_H_
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4 #define _ENEMY_H_
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5
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6 typedef struct enemy_status {
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7 int charno; // sprite image number
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8 int sc; // score
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9 int p; // hardness
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10 } state;
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11
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12 typedef struct teki {
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13 float x;
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14 float y;
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15 float sx;
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16 float sy;
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17 int charno;
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18 BOOL tama; /*たま */
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19 BOOL f; /*表示フラグ */
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20 int p; /*かたさです */
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21 int move;
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22 int sc; /*スコア */
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23 int dt1;
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24 int dt2;
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25 float s;
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26 } teki;
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27
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28
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29 // prote type
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30 extern void Puttama(int type, float x, float y);
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31 extern void Defenemy(int no, int charno, int sc, int p);
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32 extern void TFon();
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33 extern void TFoff();
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34 extern void Putenemy(int charno, float x, float y, float sx, float sy,
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35 int move);
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36 extern void Putenemyb(int b, int charno, float x, float y, float sx,
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37 float sy, int move);
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38 extern void En0();
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39
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40
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41 extern int filpcount;
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42 extern int stage;
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43 extern teki enemy[300];
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44 extern const state enemystate[50];
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45
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46 /**
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47 * enemyの種類一覧
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48 */
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49 #define ENEMY_STATUS_TABLE {\
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50 ENEMY_STATUS(UNUSED0, 0, 0, 0),\
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51 ENEMY_STATUS(ID_GREENCRAB, ENEMY_GREENCRAB, 330, 98),\
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52 ENEMY_STATUS(ID_PLANE, ENEMY_PLANE, 470, 37),\
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53 ENEMY_STATUS(ID_REDBULLET, ENEMY_REDBULLET, 30, 16),\
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54 ENEMY_STATUS(ID_BOSS1ORGAN, BOSS1_ORGAN, 25000, 10000),\
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55 ENEMY_STATUS(ID_BOSS1SIDEPARTS, BOSS1_ORGAN, 10000, 10000),\
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56 ENEMY_STATUS(ID_BLUEBULLET, ENEMY_BLUEBULLET, 40, 39),\
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57 ENEMY_STATUS(ID_LASER, ENEMY_LASER, 100, 100000),\
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58 ENEMY_STATUS(ID_LIGHTNING, ENEMY_LIGHTNING, 100, 100000),\
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59 ENEMY_STATUS(ID_ASTEROID, ASTEROID, 170, 500),\
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60 ENEMY_STATUS(ID_ASTEROIDID_BOSS2BODY, BOSS2_BODY, 100, 500),\
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61 ENEMY_STATUS(ID_BOSS2LEFTSHOULDER, BOSS2_LEFTSHOULDER, 10000, 12000),\
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62 ENEMY_STATUS(ID_BOSS2RIGHTSHOULDER, BOSS2_RIGHTSHOULDER, 10000, 12000),\
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63 ENEMY_STATUS(ID_BOSS2RIGHTARM, BOSS2_RIGHTARM, 5000, 15000),\
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64 ENEMY_STATUS(ID_BOSS2LEFTARM, BOSS2_LEFTARM, 5000, 15000),\
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65 ENEMY_STATUS(ID_BOSS2BATTERY, BOSS2_BATTERY, 10000, 5000),\
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66 ENEMY_STATUS(ID_BOSS2OPENBATTERY, BOSS2_OPENBATTERY, 10000, 5000),\
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67 ENEMY_STATUS(ID_BOSS2BROKENHATCH, BOSS2_BROKENHATCH, 100, 500),\
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68 ENEMY_STATUS(ID_BOSS2DUMMY, BOSS2_DUMMY, 50000, 15000),\
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69 ENEMY_STATUS(ID_BOSS2RIGHTSHOULDERUP, BOSS2_RIGHTSHOULDERUP, 10000, 20000),\
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70 ENEMY_STATUS(ID_BOSS2LEFTSHOULDERUP, BOSS2_LEFTSHOULDERUP, 10000, 15000),\
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71 ENEMY_STATUS(ID_BOSS2LEFTSHOULDERGIRD, BOSS2_LEFTSHOULDERGIRD, 100, 20000),\
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72 ENEMY_STATUS(ID_BOSS2RIGHTARMBATTERY, BOSS2_RIGHTARMBATTERY, 100, 500),\
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73 ENEMY_STATUS(ID_BOSS2LEFTARMBATTERY, BOSS2_LEFTARMBATTERY, 100, 500),\
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74 ENEMY_STATUS(ID_ORBIT, ORBITMACHINE, 20, 1000000),\
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75 ENEMY_STATUS(UNUSED1, 0, 0, 0),\
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76 ENEMY_STATUS(UNUSED2, 0, 0, 0),\
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77 ENEMY_STATUS(UNUSED3, 0, 0, 0),\
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78 ENEMY_STATUS(UNUSED4, 0, 0, 0),\
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79 ENEMY_STATUS(UNUSED5, 0, 0, 0),\
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80 ENEMY_STATUS(ID_BLACK_HOLE, BLACKHOLE, 200000, 30000),\
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81 ENEMY_STATUS(UNUSED6, 0, 0, 0),\
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82 ENEMY_STATUS(UNUSED7, 0, 0, 0),\
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83 ENEMY_STATUS(UNUSED8, 0, 0, 0),\
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84 ENEMY_STATUS(UNUSED9, 0, 0, 0),\
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85 ENEMY_STATUS(UNUSED10, 0, 0, 0),\
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86 ENEMY_STATUS(UNUSED11, 0, 0, 0),\
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87 ENEMY_STATUS(UNUSED12, 0, 0, 0),\
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88 ENEMY_STATUS(UNUSED13, 0, 0, 0),\
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89 ENEMY_STATUS(UNUSED14, 0, 0, 0),\
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90 ENEMY_STATUS(ID_GUN_BATTERY, GUNBATTERY, 540, 137),\
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91 ENEMY_STATUS(ID_PURPLE_CORE, PURPLECORE, 840, 287),\
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92 ENEMY_STATUS(ID_SPACE_FISH, SPACEFISH, 370, 137),\
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93 ENEMY_STATUS(ID_AUTOMISSILE, MISSILE, 210, 24),\
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94 ENEMY_STATUS(ID_BOSS3, BOSS3_BODY, 100000, 9600),\
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95 ENEMY_STATUS(UNUSED15, 0, 0, 0),\
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96 ENEMY_STATUS(UNUSED16, 0, 0, 0),\
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97 ENEMY_STATUS(UNUSED17, 0, 0, 0),\
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98 ENEMY_STATUS(UNUSED18, 0, 0, 0),\
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99 ENEMY_STATUS(ID_BOSS4, BODD4_BODY, 300000, 20400)\
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100 }
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101
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102 #define ENEMY_STATUS(id,charno,score,hardness) id
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103 typedef enum ENEMY_STATUS EnemyId;
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104 #undef ENEMY_STATUS
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105
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106 #endif // _ENEMY_H_
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