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https://github.com/kichikuou/xsystem35-sdl2.git
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102 lines
3.2 KiB
C
102 lines
3.2 KiB
C
/*
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* sprite_quake.c: スプライトを揺らす
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*
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* Copyright (C) 1997-1998 Masaki Chikama (Wren) <chikama@kasumi.ipl.mech.nagoya-u.ac.jp>
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* 1998- <masaki-c@is.aist-nara.ac.jp>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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/* $Id: sprite_quake.c,v 1.1 2003/04/22 16:29:52 chikama Exp $ */
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#include "config.h"
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#include <stdio.h>
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#include <glib.h>
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#include "portab.h"
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#include "system.h"
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#include "imput.h"
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#include "sact.h"
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#include "surface.h"
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#include "ngraph.h"
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#include "sprite.h"
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#include "counter.h"
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#include "randMT.h"
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/*
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QuakeSpriteAddで設定したスプライトを揺らす
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@param wType: 0:縦横(全てのスプライトを同じように揺らす)
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1:縦横(全てのスプライトをバラバラに揺らす)
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@param wAmplitudeX: X方向の振幅
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@param wAmplitudeY: Y方向の振幅
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@param wCount: 時間(1/100秒)
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@param cancel: キーキャンセルあり(=1)
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*/
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int sp_quake_sprite(int wType, int wAmplitudeX, int wAmplitudeY, int wCount, int cancel) {
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int edtime, curtime;
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int i = 0, key;
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GSList *node;
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edtime = wCount * 10 + get_high_counter(SYSTEMCOUNTER_MSEC);
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while ((curtime = get_high_counter(SYSTEMCOUNTER_MSEC)) < edtime) {
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if (wType == 0) { // 全てのスプライトを同じように動かす
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int adjx = (int)(genrand() * wAmplitudeX/2);
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int adjy = (int)(genrand() * wAmplitudeY/2);
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adjx *= ((-1)*(i%2) + ((i+1)%2));
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adjy *= ((-1)*((i+1)%2) + (i%2));
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for (node = sact.sp_quake; node; node = node->next) {
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sprite_t *sp = (sprite_t *)node->data;
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if (sp == NULL) continue;
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sp_updateme(sp);
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sp->cur.x = sp->loc.x + adjx;
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sp->cur.y = sp->loc.y + adjy;
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sp_updateme(sp);
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}
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} else { // 全てのスプライトを別々に動かす
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for (node = sact.sp_quake; node; node = node->next) {
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sprite_t *sp = (sprite_t *)node->data;
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int adjx = (int)(genrand() * wAmplitudeX/2);
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int adjy = (int)(genrand() * wAmplitudeY/2);
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if (sp == NULL) continue;
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adjx *= ((-1)*(i%2) + ((i+1)%2));
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adjy *= ((-1)*((i+1)%2) + (i%2));
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sp_updateme(sp);
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sp->cur.x = sp->loc.x + adjx;
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sp->cur.y = sp->loc.y + adjy;
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sp_updateme(sp);
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}
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}
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sp_update_clipped();
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i++;
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// ウェイトとキャンセルチェック
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key = sys_keywait(10, cancel);
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if (cancel && key != 0) break;
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}
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// 元のあった場所に戻す
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for (node = sact.sp_quake; node; node = node->next) {
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sprite_t *sp = (sprite_t *)node->data;
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if (sp == NULL) continue;
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sp->cur = sp->loc;
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sp_updateme(sp);
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}
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sp_update_clipped();
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return OK;
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}
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