xsoldier-1.8/0000777000175000017500000000000011621244453014025 5ustar00ooharaoohara00000000000000xsoldier-1.8/README0000644000175000017500000001635411620165751014714 0ustar00ooharaoohara00000000000000README for xsoldier $Id: README,v 1.9 2011/08/09 08:12:25 oohara Exp $ * what is xsoldier xsoldier is a shoot 'em up game with the "not shooting" bonus. It is 2D (that is, hardware acceleration is not necessary if you have a "not bad" CPU) game for one player using the X Window System or the Simple DirectMedia Layer (SDL) library. So, why yet another shoot 'em up? Because xsoldier has a unique feature --- the "not shooting" bonus. You can get a pretty good score by not pressing the shoot button. This is an answer to my motto for a shoot 'em up, that is, "why a shoot button?". After all, if the game is a simple kill-everything and shooting is always a good thing, why do I have to press a shoot button (or worse, hit the shoot button again and again)? You can play xsoldier as a simple kill-everything (and it is the best way to survive), but if you care your score, you need to kill all enemies with a minimum number of bullets. * how to install xsoldier See the file INSTALL for information about how to install xsoldier. In short, install libc, libX11 and libXpm, then type 1) ./configure 2) make 3) make install If you use SDL instead of X, install libSDL and libSDL_image instead of libX11 and libXpm, then use the --with-sdl option of ./configure . * overview of the game In xsoldier, you move a space ship and shoot enemies (they usually appear from the upper side of the window, but some appear from the _lower_ side). If you kill the boss enemy which appears at the end of each stage, or if you can survive till the boss enemy gets bored with you and escapes, you can go to the next stage. xsoldier has 8 stages. You need to clear each stage 3 times to clear the entire game (24 stages total). A set of the 8 stages is called a "loop". If you cleared the first loop (that is, the first 8 stages), the second loop will begin after the ending (a staff scroll), with more difficulty (enemies shoot more, enemy shots move faster and so on). Similarly, the third loop will begin after the second loop (and the second ending). The third loop is very dangerous because enemies will _always_ leave a shot when they die. * command line options ** (-d | -display) NAME Specify the (X window) display on which you want to play the game. ** (-w | -wait) NUMBER Set the speed of the game. A higher number means the game runs slower. NUMBER must be a positive integer. If you use this option and if NUMBER is greater than the default (use -h to see it), the ranking mode is turned off. ** (-c | -cmap) This option has no effect (only for backward compatibility). ** (-s | -score) Show the top 10 soldiers, that is, the high score list. ** (-h | -help) Show a short help text and exit. ** -maxlevel Force max level enemy attack, making your life really harder. ** -nopausemessage Don't show "Press [p] to resume game." message when the game is paused. This is useful for capturing a screen snapshot. If you compiled xsoldier with debugging features, the follwing options are also available. They disable the ranking mode. ** -stage L-S Start the game with the stage S of the loop L. S must be a positive integer between 1 and 8, and L must be a positive integer between 1 and 3. ** -stage S Start the game with the stage S. S must be a positive integer between 1 and 8, ** -loop L Start the game with the loop L. L must be a positive integer between 1 and 3. ** -ship N Start the game with N ships. N must be a integer between 0 and 99. ** -maxpower Make sure that you always have a maximum power weapon. * key control cursor keys move left shift shoot (auto-repeat) a speed up s speed down p pause/resume q quit the game space start the game (in the title/ending) You can use a joystick too if xsoldier is compiled with joystick support (see INSTALL). Note that joystick support is no longer maintained. Probably it won't work on a system other than Linux. If you compiled xsoldier with debug features, some keys are also available for cheating: w change weapon c clear enemy shots * power-up items Some enemies sometimes leave a power-up item when they die (others never do). There are 2 kinds of items. The one which says "Pow" makes your shots more powerful. The other one (which changes its appearance periodically) changes your weapon and makes your shots a bit more powerful. There are 3 kinds of weapons you can use --- blue, yellow and gray. The blue shot is fast, damages fairly well and you can shoot it backward if you correct enough power-up items. The yellow shot shoots many, many bullets, so you don't need to aim very carefully. However, each bullet deals only a little damage. The gray shot is slow and you can shoot it only forward, but it damages very well (even boss enemies will die in a few seconds). If you already have enough power-up items and gets another one, it will give you bonus points. If you die, you may lose some of power-up items. * "not shooting" bonus You get a bonus automatically as long as you don't press the shoot key (to be precise, if it is at least 5 frames after you released the shoot key). This bonus is called "not shooting" bonus. The more enemy there are in the window, the more points you get. Enemy shots, power-up items and explosions also count as enemies for the "not shooting" bonus. * shoot down bonus When you clear a stage by destroying the boss enemy, you get a bonus according to the percentage of enemies you destroyed in this stage. 95% destroy bonus is 1/2 of 100% destroy bonus, 90% destroy bonus is 1/3 of of 100% destroy bonus and so on. The shoot down bonus is larger in later stages. * game tips Your ship is smaller than it looks. In other words, your ship will not be destroyed even if enemy shots touch it a bit. The yellow shot is the best way to survive. Keep pressing the shoot key unless you are an expert. Problems are that your score will be poor and that the yellow shot is not good at killing the boss enemies. Play with the boss enemies for a while to get the "not shooting" bonus. stage estimated bonus difficulty 1 small easy 2 small very easy (loop 1), hard (loop 2 or later) 3 small hard 4 medium normal (loop 1 or 2), hard (loop 3) 5 very big easy (loop 1), normal (loop 2 or later) 6 big hard 7 small hard 8 very big very hard Make sure that you destroy the boss enemies before they escape. Don't miss the shoot down bonus. * feedback Send comments or bug reports to Oohara Yuuma . Also check the xsoldier webpage: http://www.interq.or.jp/libra/oohara/xsoldier/index.html * license See the file LICENSE for information about the license. In short, the license is GPL version 2 or later. * history The original author of xsoldier was Yuusuke HASHIMOTO . He maintained xsoldier until version 0.96. It was a simple but decent shoot 'em up. The original xsoldier webpage was http://www.surfline.ne.jp/hachi/xsoldier.html . Oohara Yuuma took over the development of xsoldier and added the "not shooting" bonus. The game bacame easy if you are interested in just surviving. xsoldier-1.8/configure.ac0000644000175000017500000000601411621234426016307 0ustar00ooharaoohara00000000000000dnl configure.ac for xsoldier dnl Process this file with autoconf to produce a configure script. dnl autoconf 2.64 or later is required # $Id: configure.ac,v 1.27 2011/08/12 14:30:46 oohara Exp $ AC_INIT([xsoldier], [1.8], [oohara@libra.interq.or.jp]) AC_PREREQ([2.64]) AC_REVISION([$Revision: 1.27 $]) AM_INIT_AUTOMAKE([foreign tar-ustar]) AC_CONFIG_SRCDIR([star.h]) dnl don't quote config.h with [] AM_CONFIG_HEADER(config.h) AC_ARG_VAR([SDL_CFLAGS], [gcc flags for SDL library]) AC_ARG_VAR([SDL_LIBS], [ld flags for SDL library]) AC_ARG_VAR([MY_X_LIBS], [ld flags for X library]) # Checks for programs. # awk is used in Makefile generated from Makefile.am AC_PROG_AWK AC_PROG_CC # cpp is required by AC_CHECK_HEADERS AC_PROG_CPP AC_PROG_INSTALL AC_PROG_LN_S # Checks for libraries. # FIXME: -lX11 #AC_CHECK_LIB([X11], [XOpenDisplay]) # FIXME: -lXpm #AC_CHECK_LIB([Xpm], [XpmReadFileToPixmap]) # --with support # sdl # we don't do AC_CHECK_LIB([SDL], [SDL_Init]) here because it fails on # a non-i386 architecture (perhaps because of missing -lpthread?) # # don't modify LIBS here, or checks for library functions will fail # even if the functions do exist AC_ARG_WITH([sdl], AC_HELP_STRING([--with-sdl], [use SDL instead of X for input / output]), , [with_sdl=no]) if test "x$with_sdl" = "xyes" then AC_DEFINE(HAVE_LIBSDL, , [Define if you have the `SDL' library (-lSDL).]) SDL_CFLAGS=`sdl-config --cflags` SDL_LIBS="-lSDL_image `sdl-config --libs`" else AC_PATH_XTRA MY_X_LIBS="-lX11 -lXpm" fi # Checks for header files. 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We invoke sed twice because it is the # simplest approach to changing $(DEPDIR) to its actual value in the # expansion. for file in `sed -n " s/^$am__include $am__quote\(.*(DEPDIR).*\)$am__quote"'$/\1/p' <"$mf" | \ sed -e 's/\$(DEPDIR)/'"$DEPDIR"'/g' -e 's/\$U/'"$U"'/g'`; do # Make sure the directory exists. test -f "$dirpart/$file" && continue fdir=`$as_dirname -- "$file" || $as_expr X"$file" : 'X\(.*[^/]\)//*[^/][^/]*/*$' \| \ X"$file" : 'X\(//\)[^/]' \| \ X"$file" : 'X\(//\)$' \| \ X"$file" : 'X\(/\)' \| . 2>/dev/null || $as_echo X"$file" | sed '/^X\(.*[^/]\)\/\/*[^/][^/]*\/*$/{ s//\1/ q } /^X\(\/\/\)[^/].*/{ s//\1/ q } /^X\(\/\/\)$/{ s//\1/ q } /^X\(\/\).*/{ s//\1/ q } s/.*/./; q'` as_dir=$dirpart/$fdir; as_fn_mkdir_p # echo "creating $dirpart/$file" echo '# dummy' > "$dirpart/$file" done done } ;; esac done # for ac_tag as_fn_exit 0 _ACEOF ac_clean_files=$ac_clean_files_save test $ac_write_fail = 0 || as_fn_error $? "write failure creating $CONFIG_STATUS" "$LINENO" 5 # configure is writing to config.log, and then calls config.status. # config.status does its own redirection, appending to config.log. # Unfortunately, on DOS this fails, as config.log is still kept open # by configure, so config.status won't be able to write to it; its # output is simply discarded. So we exec the FD to /dev/null, # effectively closing config.log, so it can be properly (re)opened and # appended to by config.status. When coming back to configure, we # need to make the FD available again. if test "$no_create" != yes; then ac_cs_success=: ac_config_status_args= test "$silent" = yes && ac_config_status_args="$ac_config_status_args --quiet" exec 5>/dev/null $SHELL $CONFIG_STATUS $ac_config_status_args || ac_cs_success=false exec 5>>config.log # Use ||, not &&, to avoid exiting from the if with $? = 1, which # would make configure fail if this is the last instruction. $ac_cs_success || as_fn_exit 1 fi if test -n "$ac_unrecognized_opts" && test "$enable_option_checking" != no; then { $as_echo "$as_me:${as_lineno-$LINENO}: WARNING: unrecognized options: $ac_unrecognized_opts" >&5 $as_echo "$as_me: WARNING: unrecognized options: $ac_unrecognized_opts" >&2;} fi xsoldier-1.8/COPYING0000644000175000017500000004307610276702755015077 0ustar00ooharaoohara00000000000000 GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc. 675 Mass Ave, Cambridge, MA 02139, USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it. For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights. We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software. Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations. Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. GNU GENERAL PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program. You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. 2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions: a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change. b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License. c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program. In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License. 3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following: a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.) The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable. If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code. 4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance. 5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it. 6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License. 7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program. If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances. It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice. This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. 8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License. 9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS Appendix: How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) 19yy This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. Also add information on how to contact you by electronic and paper mail. If the program is interactive, make it output a short notice like this when it starts in an interactive mode: Gnomovision version 69, Copyright (C) 19yy name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program. You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. , 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Library General Public License instead of this License. xsoldier-1.8/ChangeLog0000644000175000017500000003310011621242005015557 0ustar00ooharaoohara000000000000002011-08-13 Oohara Yuuma * version 1.8 * score.c: compare_entry() is now static * configure.ac: added x before with/enable variables in case their values begin with a special character * player.c: removed the "not shooting" bonus debug message because it is too noisy * boss.c: removed debug messages in BossHit1 because they are too noisy 2011-08-10 Oohara Yuuma * version 1.7 * joystick.c, joystick.h: define empty functions instead of commenting them out when the joystick support is disabled to avoid an empty .c file * enemyshot.c: included stdio.h and stdlib.h (for abs()) * Makefile.am: removed -Wcast-qual because the file name for XpmReadFileToPixmap is char *, not const char * 2011-08-09 Oohara Yuuma * version 1.6 * configure.ac: fixed so that --enable options can be disabled correctly * configure.ac: rewrite --with option * configure.ac: added AC_PROG_CPP because AC_CHECK_HEADERS requires it * configure.ac: checks the function atexit because graphic.c uses it * configure.ac: fixed comments * joystick.c, joystick.h: comment out the whole file if JSTK is not defined * Makefile.am: fixed comment so that Makefile doesn't say "process this file with automake" * Makefile.am, configure.ac: use the tar-ustar option of automake instead of AMTAR = ustar in Makefile.am * configure.ac: added the foreign option to AM_INIT_AUTOMAKE * README: says that the joystick support is only on Linux 2009-11-08 Oohara Yuuma * version 1.5 * game.c, xsoldier.h: make sure that an object never acts at the same frame as it is created * game.c: removed unnecessary variable ocheck * version.h: updated UPDATE 2006-09-16 Oohara Yuuma * version 1.4 * Makefile.am: minor cleanup - uses some AM_variables - gcc -g and the overkill warnings are now default - set AMTAR to ustar * Makefile.in: regenerated with automake 1.9 * configure: ./configure accepts --without-sld as well as --with-sdl * INSTALL: fixed high score file instruction * input.c, main.c, manage.c, xsolder.h: the SDL version respects the TERM signal and closing the window 2002-05-26 Oohara Yuuma * version 1.3 * configure.ac: does not stop configuring even if --with-sdl is specified but AC_CHECK_LIB([SDL], [SDL_Init]) fails (this won't do any harm because if there is no SDL then "make" will fail correctly) (I don't know why AC_CHECK_LIB fails on a non-i386 architecture (perhaps because of missing -lpthread?)) * configure.ac: regenerated * image.c, manage.c: s/HAVE_LIBSDL_IMAGE/HAVE_LIBSDL/g * common.c, ending.c, enemyshot.c, game.c, joystick.c, opening.c: added some #include to avoid gcc -Wall warnings * enemyshot.c, graphic.c, manage.c, player.c: use division instead of shift * score.c: fake records no longer have loop 0 * score.c: fake records are more close to the default * image.c: fixed image loading so that xsoldier displays the correct color on a 16-bit-per-pixel display (thanks to Stephen McCamant for the patch) * README: fixed typo * image.c: SDL version sets the palette of pixmaps explicitly if the screen is 8 bpp (without this the window is blank) * README, extern.h, graphic.c, image.c, main.c, xsoldier.6: now -c option does nothing because it does not work with raw X on 8 bpp screen * image.h: SDL version uses typedef instead of #define for Image * graphic.c, image.c, star.c: fixed memory leak (I still don't know how to free memory allocated by getpwuid() in manage.c) * README: fixed description (xsoldier is not first-person, "for one player" is the right term) * boss.c: you can't go to the next stage if the game is over 2002-04-24 Oohara Yuuma * version 1.2 * xsoldier is ported to SDL (the Simple DirectMedia Layer library) * extern.h: fixed a typo in comment * callback.c, game.c, graphic.c, image.c, input.c, joystick.c, main.c, manage.c, config.h, extern.h, graphic.h, image.h, key.h: Added libsdl support (use --with-sdl). Note that libsdl support uses a double-standard for coordinates to keep the 10 pixel boundary * enemyshot.c: enemy shots do move * INSTALL, README: added note on SDL * README: added a game tip 2002-04-21 Oohara Yuuma * version 1.1 * now xsolider comes with its own font * graphic.c: no longer use the X font (this is necessary for porting to SDL) * pixmap/font*.xpm: new files, provide the font * boss.c, enemy.c: enemies appear more gracefully * game.c: fixed counter of the number of normal enemies * Makefile.am: "make install" does not overwrite the high score file * INSTALL: added more info on the high score file 2002-04-21 Oohara Yuuma * version 1.0 * now I am the official developer of xsoldier (I got a mail from the original of xsoldier, Yuusuke HASHIMOTO ) * player.c: weapon 1 shoots more and damages less * game.c: set boss time to 2000 instead of 3000 if not in final stage * boss.c: teleportation of boss 6 takes less time * enemy.c: power-up items move faster * boss.c: boss has a fixed (independent of loop) hit point * game.c, player.c, player.h: you lose some of power-up items when you are killed * boss.c: reduced the amount of ring shots of the last boss * boss.c: the last boss shoots a 5way shot in loop 1 * enemy.c: enemy 6 may give you an item * player.c: set immutable time to 60 instead of 50 when starting/restarting * xsoldier.h: changed the argument of the srand() macro from s to x because the word "srand" contains the letter "s" * boss.c: homing shot of the last boss is faster * boss.c, enemy.c, enemyshot.c: fixed window edge detection * boss.c: fixed homing shot of boss 2 * main.c: you can enter the high score list even if you use the -wait option as long as the wait is not greater than default * game.c: normal enemies appear more frequently * main.c: made sig_handle() static * common.c, common.h, extern.h: translated all comments into English * graphic.c, graphic.h, input.c, input.h: new files, putting all X related stuff here * ending.c, game.c, opening.c: no more X stuff * boss.c: boss 2 can shoot backward in loop 2 or later * ending.c: added my name and fixed a typo * player.c: power-up item is O(loop), not O(loop^2) * main.c, star.c: free what is malloc()ed --- I always put away what I take * main.c: removed unnecessary headers * xsoldier.h: added #include "image.h" * ending.c: you can skip the ending by pressing space key * ending.c: the staff list scrolls at a fixed (independent of loop) speed * ending.c: added "press space key" message * player.c: change weapon item always makes you a bit powerful * INSTALL: added "required libraries" and fixed a typo * xsoldier.6: fixed typo in synopsis * README: new file, including overview, command line options, key control and explanation of bonus * LICENSE: added note on the files GPL and old-doc/CONDITION 2002-04-12 Oohara Yuuma * version 0.99 * putting old documents in old-doc/ * translated all comments into English * INSTALL: fixed the FHS way * main.c: fixed -display and -wait option * main.c: improved the error message for bad options * boss.c: the last boss is a bit weaker in loop 2 * game.c, main.c, manage.c, xsoldier.h: added -nopausemessage option * boss.c, enemy.c, game.c, player.c, score.c, star.c s/random()/rand()/g * main.c, xsoldier.h: s/random/rand/g, s/srandom/srand/g * configure.ac: checks rand() instead of random() * xsoldher.h: s/HAVE_RANDOM/HAVE_RAND/ * score.c: almost a complete rewrite * GPL: renamed, old name is COPYING * LICENSE: renamed, old name is CONDITION * LICENSE: added my name * boss.c: made boss 4 larger to prevent backstab * boss.c: made boss 8 smaller for better collision-detection * callback.c, game.c: draws a rectangle in the object's "real" size if debug is enabled * game.c: added do_actions() and collision_detection() * enemy.c: enemy 7 escapes from the upper side of the window (now weapon 2 is not the only way to get the perfect bonus) * game.c: improved shoot down bonus (shoot down bonus should be large enough so that missing a boss is a big loss, but small enough not to trivialize non-shooting bonus) * game.c: added shoot_down_bonus() and perfect_bonus() * enemyshot.c: made homing missiles more stupid * boss.c: boss 7 does escape from the window if the time is over * manage.c: always starts a loop with a fixed level (that is, 10) * game.c: normal enemies appear less frequently * enemy.c: normal eneimes have a fixed hit point (independent of loop) * main.c: set max length of player name * manage.c: added paranoid checks to NewPlayerData() 2002-04-02 Oohara Yuuma * version 0.98 * uses Makefile.am instead of Imakefile * put all *.c , *.h and the manpage under RCS * boss.c, callback.c, ending.c, enemy.c, game.c, joystick.c, manage.c, opening.c, player.c: hacked to avoid gcc -Wall warnings - added many #include - removed Japanese comments which are encoded to /* - removed unused variables * callback.c, ending.c, game.c, image.c, joystick.c, joystick.h, manage.c, manage.h, opening.c, score.c, sin.c, star.c, star.h: hacked to avoid gcc overkill warnings (see Makefile.am) - added many #include - declared some arguments and variables as const - converted switch statement to if-else because KeySym may not be int - avoid the name of a global variable in prototypes - removed unused arguments from printf * xsoldier.h: now defines WAIT, PIXMAP, SCORE and SCOREFILE * manage.h: added declaration of ClearEnemyShotManage() * player.c: initializes notShootingTime correctly (this fixes a bug which didn't give you the non-shooting bonus unless you shot at least once) * xsoldier.6: renamed, old name is "xsoldier.man" * fix/: dropped because it is not used * version.h: now VERSION is defined in config.h * main.c, xsoldier.6: added -maxlevel option * game.c: removed high score display because you don't need it during the game * main.c: checks invalid options * boss.c, ending.c, game.c, image.c, main.c, opening.c, player.c, score.c: now includes config.h * main.c: removed zero padding from the output of -score * xsoldier.h: replaced SYSV with HAVE_RANDOM because it only affects random() * INSTALL: added * image.c: fixed SplitImage debug message * main.c, manage.c, xsoldier.h: added -loop, -state, -maxpower and -ship options (all for debug only) * game.c, manage.c, xsoldier.h: never show shoot down bonus at the beginning of the game * ending.c: fixed a typo in the ending message * ending.c: the staff list scrolls slow in the loop 3 or later * image.c: fixed "isn't just" debug message * enemy.c: enemy 6 does disappear 2002-03-15 Oohara Yuuma * version 0.97 * based on the Debian package (version 1:0.96-14) * bug fixes: - boss.c: fixed the size of boss 1 and 4 (you can't backstab them) - boss.c: enables the hitmask when boss 6 reappears - enemyshot.c: added return NoneDel; at the end of EnemyLaserAct() (without this the function sometimes ends without calling return, resulting a suicide of the boss of the stage 4) - game.c: when handling Hit(), call the enemy's Hit first (necessary because Hit() of the weapon 3 changes its Attack and the damage is calculated in Hit() of the enemy) - joystick.c: applied Right and Down fix (fix available at the original author's webpage: http://www.surfline.ne.jp/hachi/xsoldier.html) - main.c: set the maximum number of player's object to 256 (64 seems to be insufficient for the weapon 2) - main.c: modified sig_handle() because sigaction() expects void f(int), not static void f(void) - opening.c: made sure stars moves at the normal speed * game balance tweaks: - ending.c: staff list scrolls faster - game.c: adjusted the interval between enemy's appearances - game.c, opening.c: disabled zero padding of scores - manage.c: max level (internal parameter) is now MaxLevel (which is currently 80), not 85 - player.c, player.h: made the player's weapons much more powerful - player.c: speed change is now 3 points/key-type instead of 5 - player.c: your weapon does not power down even if you are killed - xsoldier.h: extend every 200,000 points instead of 100,000 * new features: - boss.c, enemy.c: act routine improved a lot - boss.c, game.c, manage.c, xsoldier.h: a boss escapes if the time is up (in this case you don't get the shoot down bonus) - callback.c, enemy.c: dealing damage to a enemy gives you a score even if you don't destroy it - callback.c, enemy.c, game.c, manage.c: shows the remaining hit points of a enemy when you shoot it - game.c: shoot down bonus is bigger in second or later loop - game.c: perfect bonus raises the level - game.c: added c (clear enemy shot) key (enabled only when compiled with -DDEBUG) - game.c, manage.c: cleans enemy's shots when you restart - main.c: set max loop to 3 (24 stages total) - manage.c, player.c: gives you a score as long as you don't push the shot key - opening.c: added short help for debug-only commands - player.c: power up item gives you a score and raises the level if you already have enough power up items - player.c: the level will be lowered if you are killed * game.c: set the score limit to 10,000,000 * manage.c: added paranoid initialization of objects * score.c: s/strcpy()/strncpy()/g xsoldier-1.8/INSTALL0000644000175000017500000000507610276702755015073 0ustar00ooharaoohara00000000000000how to install xsoldier $Id: INSTALL,v 1.11 2002/12/20 13:53:09 oohara Exp $ * required libraries 1) a C library with POSIX support and BSD extension (libc) (GNU C Library is known to work) By default, xsolider uses X libraries: 2) Xlib (libX11) 3) the X pixmap library (libXpm) If you compile xsoldier with the --with-sdl option of ./configure, xsoldier ues SDL libraries instead of 2) and 3): 4) the Simple DirectMedia Layer library (libSDL) 5) SDL_image (libSDL_image) * installation commands xsoldier follows the standard 3-step installation process, that is: 1) ./configure 2) make 3) make install * ./configure options ** install directories --prefix Everything will be installed here by default. --bindir The binary of xsoldier will be installed here. --localstatedir The score file will be installed in its subdirectory games/xsoldier/ . --datadir The pixmaps will be installed in its subdirectory games/xsoldier/ . --mandir=/usr/share/man The manpage will be installed in its subdirectory man6/ . The FHS way will be something like: ./configure --prefix=/usr --bindir=/usr/games \ --localstatedir=/var --mandir=/usr/share/man If you have no root privilege and want to install xsoldier under your home directory, try: ./configure --prefix=/home/oohara/temp/xsoldier Replace /home/oohara/temp/xsoldier as appropriate. Note that these directories must be specified in their absolute path. ** --enable --enable-joystick Use a joystick to move the player's ship. You can use a keyboard too. There are some warnings: 1) Joystick support is no longer maintained. 2) If you enable this feature, you _must_ have /dev/js0 or /dev/js1 to play the game. --enable-debug Enable additional debugging features such as special key controls for cheating, command line options to set some parameters and lots of outputs to stderr. This is not for a serious gamer because it allows you to clean all enemy shots at any time. --enable-duplicated-scores Allow duplicated score entries in the high score list. In other words, if you enable this feature, the same person can enter the list twice or more at the same time. * the high score file The high score file, games/xsoldier/xsoldier.scores in the localstatedir, must be writable by the xsoldier binary. The recommended way to do this is to create a dedicated system group (usually called as "games"), install the high score file as 664 root:games and have the xsoldier binary sgid games. If there is already a file at the destination of the high score file, "make install" does not overwrite it. "make uninstall" always removes the high score file. xsoldier-1.8/depcomp0000755000175000017500000003305210447342004015375 0ustar00ooharaoohara00000000000000#! /bin/sh # depcomp - compile a program generating dependencies as side-effects # Copyright 1999, 2000, 2003 Free Software Foundation, Inc. # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2, or (at your option) # any later version. # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 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"$tmpdepfile" | sed 's% %\\ %g' | sed -n '/^\(.*\)$/ s::\1\::p' >> "$depfile" rm -f "$tmpdepfile" ;; none) exec "$@" ;; *) echo "Unknown depmode $depmode" 1>&2 exit 1 ;; esac exit 0 xsoldier-1.8/install-sh0000755000175000017500000001572210447342004016030 0ustar00ooharaoohara00000000000000#!/bin/sh # # install - install a program, script, or datafile # # This originates from X11R5 (mit/util/scripts/install.sh), which was # later released in X11R6 (xc/config/util/install.sh) with the # following copyright and license. # # Copyright (C) 1994 X Consortium # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to # deal in the Software without restriction, including without limitation the # rights to use, copy, modify, merge, publish, distribute, sublicense, and/or # sell copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in # all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # X CONSORTIUM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN # AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNEC- # TION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. # # Except as contained in this notice, the name of the X Consortium shall not # be used in advertising or otherwise to promote the sale, use or other deal- # ings in this Software without prior written authorization from the X Consor- # tium. # # # FSF changes to this file are in the public domain. # # Calling this script install-sh is preferred over install.sh, to prevent # `make' implicit rules from creating a file called install from it # when there is no Makefile. # # This script is compatible with the BSD install script, but was written # from scratch. It can only install one file at a time, a restriction # shared with many OS's install programs. # set DOITPROG to echo to test this script # Don't use :- since 4.3BSD and earlier shells don't like it. doit="${DOITPROG-}" # put in absolute paths if you don't have them in your path; or use env. vars. mvprog="${MVPROG-mv}" cpprog="${CPPROG-cp}" chmodprog="${CHMODPROG-chmod}" chownprog="${CHOWNPROG-chown}" chgrpprog="${CHGRPPROG-chgrp}" stripprog="${STRIPPROG-strip}" rmprog="${RMPROG-rm}" mkdirprog="${MKDIRPROG-mkdir}" transformbasename="" transform_arg="" instcmd="$mvprog" chmodcmd="$chmodprog 0755" chowncmd="" chgrpcmd="" stripcmd="" rmcmd="$rmprog -f" mvcmd="$mvprog" src="" dst="" dir_arg="" while [ x"$1" != x ]; do case $1 in -c) instcmd=$cpprog shift continue;; -d) dir_arg=true shift continue;; -m) chmodcmd="$chmodprog $2" shift shift continue;; -o) chowncmd="$chownprog $2" shift shift continue;; -g) chgrpcmd="$chgrpprog $2" shift shift continue;; -s) stripcmd=$stripprog shift continue;; -t=*) transformarg=`echo $1 | sed 's/-t=//'` shift continue;; -b=*) transformbasename=`echo $1 | sed 's/-b=//'` shift continue;; *) if [ x"$src" = x ] then src=$1 else # this colon is to work around a 386BSD /bin/sh bug : dst=$1 fi shift continue;; esac done if [ x"$src" = x ] then echo "$0: no input file specified" >&2 exit 1 else : fi if [ x"$dir_arg" != x ]; then dst=$src src="" if [ -d "$dst" ]; then instcmd=: chmodcmd="" else instcmd=$mkdirprog fi else # Waiting for this to be detected by the "$instcmd $src $dsttmp" command # might cause directories to be created, which would be especially bad # if $src (and thus $dsttmp) contains '*'. if [ -f "$src" ] || [ -d "$src" ] then : else echo "$0: $src does not exist" >&2 exit 1 fi if [ x"$dst" = x ] then echo "$0: no destination specified" >&2 exit 1 else : fi # If destination is a directory, append the input filename; if your system # does not like double slashes in filenames, you may need to add some logic if [ -d "$dst" ] then dst=$dst/`basename "$src"` else : fi fi ## this sed command emulates the dirname command dstdir=`echo "$dst" | sed -e 's,[^/]*$,,;s,/$,,;s,^$,.,'` # Make sure that the destination directory exists. # this part is taken from Noah Friedman's mkinstalldirs script # Skip lots of stat calls in the usual case. if [ ! -d "$dstdir" ]; then defaultIFS=' ' IFS="${IFS-$defaultIFS}" oIFS=$IFS # Some sh's can't handle IFS=/ for some reason. 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You may also peek at any GNU archive site, in case some other package would contain this missing \`$1' program." exit 1 ;; esac exit 0 xsoldier-1.8/mkinstalldirs0000755000175000017500000000370410447342004016627 0ustar00ooharaoohara00000000000000#! /bin/sh # mkinstalldirs --- make directory hierarchy # Author: Noah Friedman # Created: 1993-05-16 # Public domain errstatus=0 dirmode="" usage="\ Usage: mkinstalldirs [-h] [--help] [-m mode] dir ..." # process command line arguments while test $# -gt 0 ; do case $1 in -h | --help | --h*) # -h for help echo "$usage" 1>&2 exit 0 ;; -m) # -m PERM arg shift test $# -eq 0 && { echo "$usage" 1>&2; exit 1; } dirmode=$1 shift ;; --) # stop option processing shift break ;; -*) # unknown option echo "$usage" 1>&2 exit 1 ;; *) # first non-opt arg break ;; esac done for file do if test -d "$file"; then shift else break fi done case $# in 0) exit 0 ;; esac case $dirmode in '') if mkdir -p -- . 2>/dev/null; then echo "mkdir -p -- $*" exec mkdir -p -- "$@" fi ;; *) if mkdir -m "$dirmode" -p -- . 2>/dev/null; then echo "mkdir -m $dirmode -p -- $*" exec mkdir -m "$dirmode" -p -- "$@" fi ;; esac for file do set fnord `echo ":$file" | sed -ne 's/^:\//#/;s/^://;s/\// /g;s/^#/\//;p'` shift pathcomp= for d do pathcomp="$pathcomp$d" case $pathcomp in -*) pathcomp=./$pathcomp ;; esac if test ! -d "$pathcomp"; then echo "mkdir $pathcomp" mkdir "$pathcomp" || lasterr=$? if test ! -d "$pathcomp"; then errstatus=$lasterr else if test ! -z "$dirmode"; then echo "chmod $dirmode $pathcomp" lasterr="" chmod "$dirmode" "$pathcomp" || lasterr=$? if test ! -z "$lasterr"; then errstatus=$lasterr fi fi fi fi pathcomp="$pathcomp/" done done exit $errstatus # Local Variables: # mode: shell-script # sh-indentation: 2 # End: # mkinstalldirs ends here xsoldier-1.8/boss.c0000644000175000017500000007464011621235611015142 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: boss.c,v 1.21 2002/05/26 08:31:59 oohara Exp $ */ /* DEBUG is defined in config.h */ #include /* rand */ #include /* #include #include */ #include "image.h" #include "xsoldier.h" #include "manage.h" #include "common.h" #include "enemyshot.h" #include "callback.h" #include "boss.h" #include "enemy.h" #include "extern.h" #include "sin.h" /* local functions for the last boss */ static DelAtt BossAct8_dead(ObjData *my); static DelAtt BossAct8_rand_shot(ObjData *my); static DelAtt BossAct8_ring_shot(ObjData *my); static DelAtt BossAct8_bound_shot(ObjData *my); static DelAtt BossAct8_homing_shot(ObjData *my); static DelAtt BossAct8_charge_shot(ObjData *my); static DelAtt BossAct8_n_way_shot(ObjData *my); static void BossAct8_next(ObjData *my, int span); /* definition of objects * - initialization function * - action function * - hit function * * initialization add action function and display/hit function to the table */ int NewBoss1(void) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.X = FieldW/2; manage->New.Data.Y = -90; manage->New.Data.HP = 120; manage->New.Data.Point = 5000; manage->New.Data.EnemyAtt = BossDel; manage->New.Data.Width = 150; manage->New.Data.Height = 180; manage->New.Data.Cnt[0] = 0; manage->New.Data.Cnt[1] = 200; /* immutable time */ manage->New.Data.Cnt[2] = 0; /* image counter*/ manage->New.Data.Cnt[3] = 10; /* x move */ manage->New.Data.Cnt[4] = 0; /* y move */ manage->New.Data.Cnt[5] = 0; /* laser counter */ manage->New.Data.Cnt[6] = 0; /* normal shot counter */ manage->New.Grp.image = Boss1Image; return NewObj(MEnemy,BossAct1,BossHit1,DrawImage); } DelAtt BossAct1(ObjData *my) { int i; if (my->Cnt[0] < my->Cnt[1]) {/* appears slowly */ my->Y++; my->Cnt[0]++; return NoneDel; } if (manage->BossTime <= 0) { if (my->Y > 0 - my->Height/2 - 100) (my->Y) -= 4; if (my->Y < 0 - my->Height/2 - 50) { if ((player->Ships <= 0) && (manage->player[0]->Data.Cnt[3] != 0)) return NoneDel; else return BossDel; } else return NoneDel; } (manage->BossTime)--; if (my->Cnt[6] >= (100- (manage->Loop)*10) ) { ShotToAngle(my->X, my->Y, 50, 10); ShotToAngle(my->X, my->Y, 70, 10); ShotToAngle(my->X, my->Y, 90, 10); ShotToAngle(my->X, my->Y, 110, 10); ShotToAngle(my->X, my->Y, 130, 10); my->Cnt[6] =0; } else (my->Cnt[6])++; if (my->Cnt[5] >= (25-manage->Loop*3)) { for (i = 1; i< manage->Loop; i++) ShotToAngle(my->X,my->Y,rand()%180,10); if (manage->Loop >1) ShotToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,10); LaserShot(my->X-30,my->Y,20); LaserShot(my->X+30,my->Y,20); LaserShot(my->X-80,my->Y,20); LaserShot(my->X+80,my->Y,20); my->Cnt[5] = 0; } else my->Cnt[5]++; if ((my->X+my->Cnt[3]>FieldW) || (my->X+my->Cnt[3]<0)) my->Cnt[3] = my->Cnt[3]*(-1); my->X += my->Cnt[3]; return NoneDel; } DelAtt BossHit1(ObjData *my, ObjData *your) { int temp = your->Attack; if ((my->Cnt[0] < my->Cnt[1]) || (manage->BossTime <=0)) { return NoneDel; } if (my->HP < temp) { temp = my->HP; } my->HP -= temp; player->Rec[0].score += temp; if (my->HP <= 0) { player->Rec[0].score -= 1; NewBomb(my->X,my->Y); NewBomb(my->X+rand()%100-50,my->Y+rand()%100-50); NewBomb(my->X+rand()%100-50,my->Y+rand()%100-50); NewBomb(my->X+rand()%100-50,my->Y+rand()%100-50); NewBomb(my->X+rand()%100-50,my->Y+rand()%100-50); NewBomb(my->X+rand()%100-50,my->Y+rand()%100-50); NewBomb(my->X+rand()%100-50,my->Y+rand()%100-50); my->showDamegeTime = 0; return my->EnemyAtt; } else { my->showDamegeTime = 15; return NoneDel; } } int NewBoss2(void) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.X = FieldW/2; manage->New.Data.Y = -60; manage->New.Data.HP = 200; manage->New.Data.Point = 5000; manage->New.Data.EnemyAtt = BossDel; manage->New.Data.Width = 90; manage->New.Data.Height = 130; manage->New.Data.Cnt[0] = 0; manage->New.Data.Cnt[1] = 200; /* immutable time */ manage->New.Data.Cnt[2] = 0; /* image counter */ manage->New.Data.Cnt[3] = 0; manage->New.Data.Cnt[4] = 0; manage->New.Data.Cnt[5] = 0; /* normal shot counter */ manage->New.Grp.image = Boss2Image; return NewObj(MEnemy,BossAct2,BossHit1,DrawImage); } DelAtt BossAct2(ObjData *my) { if (my->Cnt[0] < my->Cnt[1]) {/* appears slowly */ my->Y++; my->Cnt[0]++; return NoneDel; } if (manage->BossTime <= 0) { if (my->Y > 0 - my->Height/2 - 100) (my->Y) -= 4; if (my->Y < 0 - my->Height/2 - 50) { if ((player->Ships <= 0) && (manage->player[0]->Data.Cnt[3] != 0)) return NoneDel; else return BossDel; } else return NoneDel; } (manage->BossTime)--; if (manage->Loop > 2) { if (my->Cnt[5] >= 90- (manage->Loop)*10) { ShotToPoint(my->X+40,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%3 + 5); ShotToPoint(my->X ,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,8); ShotToPoint(my->X-40,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%5 + 3); my->Cnt[5] = 0; } else (my->Cnt[5])++; } if (my->Cnt[3] >= (15-manage->Loop*3)) { if (manage->Loop > 1) { if (manage->player[0]->Data.Y < my->Y) ShotToAngle(my->X, my->Y, 270, 10); else ShotToAngle(my->X, my->Y, 90, 10); } HomingShot(my->X-20,my->Y-10,-10,-10); HomingShot(my->X+20,my->Y-10, 10,-10); my->Cnt[3] = 0; } else my->Cnt[3]++; if (my->X > manage->player[0]->Data.X) { if (my->X - manage->player[0]->Data.X > 20) { my->X -= 10; } else { my->Cnt[4]++; my->X --; } if (my->Cnt[4] > 10) { LaserShot(my->X-40,my->Y,30); LaserShot(my->X+40,my->Y,30); my->Cnt[4] = 0; } } else { if (manage->player[0]->Data.X - my->X > 20) { my->X += 10; } else { my->Cnt[4]++; my->X ++; } if (my->Cnt[4] > 10) { LaserShot(my->X-40,my->Y,30); LaserShot(my->X+40,my->Y,30); my->Cnt[4] = 0; } } return NoneDel; } int NewBoss3(void) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.X = FieldW/2; manage->New.Data.Y = -80; manage->New.Data.HP = 330; manage->New.Data.Point = 6000; manage->New.Data.EnemyAtt = BossDel; manage->New.Data.Width = 130; manage->New.Data.Height = 130; manage->New.Data.Cnt[0] = 0; manage->New.Data.Cnt[1] = 200; /* immutable time */ manage->New.Data.Cnt[2] = 0; /* image counter */ manage->New.Data.Cnt[3] = 10; /* x move */ manage->New.Data.Cnt[4] = 0; /* y move */ manage->New.Data.Cnt[5] = 0; /* laser counter */ manage->New.Data.Cnt[6] = 0; /* missile counter */ manage->New.Grp.image = Boss3Image; return NewObj(MEnemy,BossAct3,BossHit1,DrawImage); } DelAtt BossAct3(ObjData *my) { if (my->Cnt[0] < my->Cnt[1]) {/* appears slowly */ my->Y++; my->Cnt[0]++; return NoneDel; } if (manage->BossTime <= 0) { if (my->Y > 0 - my->Height/2 - 100) (my->Y) -= 4; if (my->Y < 0 - my->Height/2 - 50) { if ((player->Ships <= 0) && (manage->player[0]->Data.Cnt[3] != 0)) return NoneDel; else return BossDel; } else return NoneDel; } (manage->BossTime)--; if (my->Cnt[6] >= (80 - manage->Loop*10)) { HomingShot(my->X,my->Y,0,10); HomingShot(my->X,my->Y,10,0); HomingShot(my->X,my->Y,0,-10); HomingShot(my->X,my->Y,-10,0); HomingShot(my->X,my->Y,10,10); HomingShot(my->X,my->Y,-10,10); HomingShot(my->X,my->Y,10,-10); HomingShot(my->X,my->Y,-10,-10); my->Cnt[6] = 0; } else my->Cnt[6]++; if (my->Cnt[5] >= (25 - manage->Loop*2)) { if (manage->Loop >1) LaserShot(my->X- 120+ (rand()%5)*60,my->Y,25); if (manage->Loop >2) ShotToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,18); LaserShot(my->X-30,my->Y,25); LaserShot(my->X+30,my->Y,25); LaserShot(my->X-90,my->Y,25); LaserShot(my->X+90,my->Y,25); LaserShot(my->X-150,my->Y,25); LaserShot(my->X+150,my->Y,25); my->Cnt[5] = 0; } else my->Cnt[5]++; if ((my->X+my->Cnt[3]>FieldW) || (my->X+my->Cnt[3]<0)) my->Cnt[3] = my->Cnt[3]*(-1); my->X += my->Cnt[3]; return NoneDel; } int NewBoss4(void) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.X = FieldW/2; manage->New.Data.Y = -90; manage->New.Data.inertX = 0; manage->New.Data.inertY = 0; manage->New.Data.HP = 550; manage->New.Data.Point = 6000; manage->New.Data.EnemyAtt = BossDel; manage->New.Data.Width = 300; manage->New.Data.Height = 170; manage->New.Data.Cnt[0] = 0; manage->New.Data.Cnt[1] = 195; /* immutable time */ manage->New.Data.Cnt[2] = 0; /* image counter */ manage->New.Data.Cnt[3] = 1; /* x move */ manage->New.Data.Cnt[4] = 0; /* y move */ manage->New.Data.Cnt[5] = 0; /* laser counter */ manage->New.Grp.image = Boss4Image; return NewObj(MEnemy,BossAct4,BossHit1,DrawImage); } DelAtt BossAct4(ObjData *my) { if (my->Cnt[0] < my->Cnt[1]) {/* appears slowly */ my->Y++; my->Cnt[0]++; return NoneDel; } if (manage->BossTime <= 0) { if (my->Y > 0 - my->Height/2 - 100) (my->Y) -= 4; if (my->Y < 0 - my->Height/2 - 50) { if ((player->Ships <= 0) && (manage->player[0]->Data.Cnt[3] != 0)) return NoneDel; else return BossDel; } else return NoneDel; } (manage->BossTime)--; if (my->Cnt[5] >= (8-manage->Loop)) { LaserShot(my->X + rand()%600-300, my->Y, 11 + rand()%3 + manage->Loop*7); LaserShot(my->X + rand()%600-300, my->Y, 6 + rand()%3 + manage->Loop*7); LaserShot(my->X + rand()%600-300, my->Y, 1 + rand()%3 + manage->Loop*7); LaserShot(my->X + rand()%600-300, my->Y, -4 + rand()%3 + manage->Loop*7); if (manage->Loop >2) LaserShot(my->X + rand()%600-300, my->Y, 6 + rand()%3 + manage->Loop*7); if (manage->Loop >1) LaserShot(my->X + rand()%600-300, my->Y, 1 + rand()%3 + manage->Loop*7); my->Cnt[5] = 0; } else my->Cnt[5]++; if (my->X < manage->player[0]->Data.X) { if (my->inertX <= 8) my->inertX++; } if (my->X > manage->player[0]->Data.X) { if (my->inertX >= -8) my->inertX--; } my->X += my->inertX; return NoneDel; } int NewBoss5(void) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.X = FieldW/2; manage->New.Data.Y = -128; manage->New.Data.HP = 350; manage->New.Data.Point = 7000; manage->New.Data.EnemyAtt = BossDel; manage->New.Data.Width = 120; manage->New.Data.Height = 120; manage->New.Data.Cnt[0] = 0; manage->New.Data.Cnt[1] = 200; /* immutable time */ manage->New.Data.Cnt[2] = 0; /* image counter */ manage->New.Data.Cnt[3] = manage->player[0]->Data.X; /* x move */ manage->New.Data.Cnt[4] = manage->player[0]->Data.Y; /* y move */ manage->New.Data.Cnt[5] = 0; /* shot counter */ manage->New.Data.Cnt[6] = 0; /* angle counter */ manage->New.Grp.image = Boss5Image; return NewObj(MEnemy,BossAct5,BossHit1,DrawImage); } DelAtt BossAct5(ObjData *my) { int i; if (my->Cnt[0] < my->Cnt[1]) {/* appears slowly */ my->Y++; my->Cnt[0]++; return NoneDel; } if (manage->BossTime <= 0) { if (my->Y > 0 - my->Height/2 - 100) (my->Y) -= 4; if (my->Y < 0 - my->Height/2 - 50) { if ((player->Ships <= 0) && (manage->player[0]->Data.Cnt[3] != 0)) return NoneDel; else return BossDel; } else return NoneDel; } (manage->BossTime)--; if (my->Cnt[5] > 120) { my->Cnt[3] = manage->player[0]->Data.X; my->Cnt[4] = manage->player[0]->Data.Y; my->Cnt[5] = 0; } else if (abs(my->X-my->Cnt[3]) > 5 || abs(my->Y-my->Cnt[4]) > 5) { if (my->X < my->Cnt[3]) { if (my->Cnt[3]-my->X > 50) my->X += 20; else if (my->Cnt[3]-my->X > 30) my->X += 10; else if (my->Cnt[3]-my->X > 20) my->X += 5; else my->X ++; } else { if (my->X-my->Cnt[3] > 50) my->X -= 20; else if (my->X-my->Cnt[3] > 30) my->X -= 10; else if (my->X-my->Cnt[3] > 20) my->X -= 5; else my->X --; } if (my->Y < my->Cnt[4]) { if (my->Cnt[4]-my->Y > 50) my->Y += 20; else if (my->Cnt[4]-my->Y > 30) my->Y += 10; else if (my->Cnt[4]-my->Y > 20) my->Y += 5; else my->Y ++; } else { if (my->Y-my->Cnt[4] > 50) my->Y -= 20; else if (my->Y-my->Cnt[4] > 30) my->Y -= 10; else if (my->Y-my->Cnt[4] > 20) my->Y -= 5; else my->Y --; } } else { if (manage->Loop >1) { if (my->Cnt[5] % 2 == 0) { for (i =1; i Loop; i++) ShotToAngle(my->X, my->Y, rand()%360, 3); } } my->Cnt[6] += 13; if (my->Cnt[6] >= 360) my->Cnt[6] -= 360; ShotToAngle(my->X,my->Y,my->Cnt[6],4 + manage->Loop * 4); my->Cnt[5]++; } return NoneDel; } int NewBoss6(void) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.X = FieldW/2; manage->New.Data.Y = -64; manage->New.Data.HP = 400; manage->New.Data.Point = 9000; manage->New.Data.EnemyAtt = BossDel; manage->New.Data.Width = 300; manage->New.Data.Height = 100; manage->New.Data.Cnt[0] = 0; manage->New.Data.Cnt[1] = 200; /* immutable time */ manage->New.Data.Cnt[2] = 0; /* image counter */ manage->New.Data.Cnt[3] = 0; /* stealth */ manage->New.Data.Cnt[4] = 0; /* shot counter */ manage->New.Grp.image = Boss6Image; return NewObj(MEnemy,BossAct6,BossHit1,DrawImage); } DelAtt BossAct6(ObjData *my) { if (my->Cnt[0] < my->Cnt[1]) {/* appears slowly */ my->Y++; my->Cnt[0]++; return NoneDel; } if (manage->BossTime <= 0) { if (my->Cnt[3] == 50) { if ((player->Ships <= 0) && (manage->player[0]->Data.Cnt[3] != 0)) return NoneDel; else return BossDel; } } if (manage->BossTime >= 1) (manage->BossTime)--; if (my->Cnt[3] == 0) { my->hitAtt = MEnemy; my->hitMask = MPlayer | MPShot; my->image = 0; switch (my->Cnt[4]%10) { case 0: if (manage->Loop > 2) { RingToPoint(my->X-128,my->Y+32,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%5+3); RingToPoint(my->X-128,my->Y+32,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%8+3); RingToPoint(my->X-128,my->Y+32,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%3+5); } RingToAngle(my->X-128,my->Y+32,80,8); RingToAngle(my->X-128,my->Y+32,90,8); RingToAngle(my->X-128,my->Y+32,100,8); break; case 2: RingToAngle(my->X,my->Y+32,80,8); RingToAngle(my->X,my->Y+32,90,8); RingToAngle(my->X,my->Y+32,100,8); break; case 4: if (manage->Loop > 2) { RingToPoint(my->X+128,my->Y+32,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%5+3); RingToPoint(my->X+128,my->Y+32,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%8+3); RingToPoint(my->X+128,my->Y+32,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%3+5); } RingToAngle(my->X+128,my->Y+32,80,8); RingToAngle(my->X+128,my->Y+32,90,8); RingToAngle(my->X+128,my->Y+32,100,8); break; case 6: HomingShot(my->X-90,my->Y-20,-15,-10); HomingShot(my->X-60,my->Y-20,0,-10); HomingShot(my->X+60,my->Y-20,0,-10); HomingShot(my->X+90,my->Y-20,15,-10); break; case 8: LaserShot(my->X-120 +rand()%240,my->Y,20); LaserShot(my->X-120,my->Y,20); LaserShot(my->X+120,my->Y,20); if (manage->Loop == 1) LaserShot(my->X, my->Y, 20); else if (manage->Loop == 2) { LaserShot(my->X-30,my->Y,20); LaserShot(my->X+30,my->Y,20); } else { LaserShot(my->X -60, my->Y, 20); LaserShot(my->X, my->Y, 20); LaserShot(my->X +60,my->Y,20); } break; } if (manage->Loop >2) if (my->Cnt[4] %2 == 0) if ((manage->player[0]->Data.X < my->X -120) ||(manage->player[0]->Data.X > my->X +120) ||(manage->player[0]->Data.Y < my->Y)) ShotToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y, 18); my->Cnt[4]++; } else { my->Cnt[3]--; if (my->Cnt[3] < 20) { if (my->Cnt[3]%2 == 0) my->image = 0; else my->image = 1; } } if (my->Cnt[4] == 45) { ShotToAngle(my->X -120, my->Y, 105, 25); ShotToAngle(my->X -120, my->Y, 115, 25); ShotToAngle(my->X -120, my->Y, 125, 25); ShotToAngle(my->X -120, my->Y, 135, 25); ShotToAngle(my->X -120, my->Y, 145, 25); ShotToAngle(my->X +120, my->Y, 75, 25); ShotToAngle(my->X +120, my->Y, 65, 25); ShotToAngle(my->X +120, my->Y, 55, 25); ShotToAngle(my->X +120, my->Y, 45, 25); ShotToAngle(my->X +120, my->Y, 35, 25); if (manage->Loop >1) { ShotToAngle(my->X -120, my->Y, 155, 25); ShotToAngle(my->X -120, my->Y, 165, 25); ShotToAngle(my->X -120, my->Y, 175, 25); ShotToAngle(my->X +120, my->Y, 25, 25); ShotToAngle(my->X +120, my->Y, 15, 25); ShotToAngle(my->X +120, my->Y, 5, 25); } } if (my->Cnt[4] >= 50) { my->Cnt[3] = 50; my->Cnt[4] = 0; my->hitAtt = 0; my->hitMask = 0; my->image = 1; my->showDamegeTime = 0; ShotToAngle(my->X -120, my->Y, 100, 25); ShotToAngle(my->X -120, my->Y, 110, 25); ShotToAngle(my->X -120, my->Y, 120, 25); ShotToAngle(my->X -120, my->Y, 130, 25); ShotToAngle(my->X -120, my->Y, 140, 25); ShotToAngle(my->X +120, my->Y, 80, 25); ShotToAngle(my->X +120, my->Y, 70, 25); ShotToAngle(my->X +120, my->Y, 60, 25); ShotToAngle(my->X +120, my->Y, 50, 25); ShotToAngle(my->X +120, my->Y, 40, 25); if (manage->Loop >1) { ShotToAngle(my->X -120, my->Y, 150, 25); ShotToAngle(my->X -120, my->Y, 160, 25); ShotToAngle(my->X -120, my->Y, 170, 25); ShotToAngle(my->X +120, my->Y, 30, 25); ShotToAngle(my->X +120, my->Y, 20, 25); ShotToAngle(my->X +120, my->Y, 10, 25); } my->X = rand()%FieldW; my->Y = rand()%((FieldH -(FieldH%2))/2); } return NoneDel; } int NewBoss7(void) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.HP = 150; manage->New.Data.Point = 8000; manage->New.Data.EnemyAtt = BossDel; manage->New.Data.Width = 32; manage->New.Data.Height = 32; manage->New.Data.X = FieldW/2; manage->New.Data.Y = 1 - manage->New.Data.Height/2; manage->New.Data.Cnt[0] = 0; manage->New.Data.Cnt[1] = 0; /* appears slowly */ manage->New.Data.Cnt[2] = 0; /* image counter */ do { manage->New.Data.Cnt[3] = rand()%30 - 15; /* x move */ }while (abs(manage->New.Data.Cnt[3]) < 5); do { manage->New.Data.Cnt[4] = rand()% 10 + 5; /* y move */ }while (abs(manage->New.Data.Cnt[4]) < 5); manage->New.Data.Cnt[5] = 0; /* shot counter */ /* "appeared" counter */ manage->New.Data.Cnt[6] = 0; manage->New.Grp.image = EBoundImage; return NewObj(MEnemy,BossAct7,BossHit1,DrawImage); } DelAtt BossAct7(ObjData *my) { int i; if (manage->BossTime >= 1) (manage->BossTime)--; my->image++; if (my->image >= 8) my->image = 0; if (manage->BossTime >= 1) { if (manage->Loop >1) { if (my->Cnt[5] % 20 == 0) { for (i = 0; i<360; i+= (90 - (90 % manage->Loop))/ manage->Loop) ShotToAngle(my->X, my->Y, i, manage->Loop * 2); } } if (my->Cnt[5] % 30 == 0) { BoundShot(my->X,my->Y,rand()%30-15,rand()%30-15, 5); } } (my->Cnt[5])++; if (my->Cnt[5] >= 60) my->Cnt[5] = 0; if ((my->Cnt[6] != 0) && (manage->BossTime >= 1)) { if ((my->X+my->Cnt[3]>FieldW) || (my->X+my->Cnt[3]<0)) my->Cnt[3] = my->Cnt[3]*(-1); if ((my->Y+my->Cnt[4]>FieldH) || (my->Y+my->Cnt[4]<0)) my->Cnt[4] = my->Cnt[4]*(-1); } if ((my->X < 0 - my->Width/2) || (my->X > FieldW + my->Width/2)) { if ((player->Ships <= 0) && (manage->player[0]->Data.Cnt[3] != 0)) return NoneDel; else return BossDel; } if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) { if ((player->Ships <= 0) && (manage->player[0]->Data.Cnt[3] != 0)) return NoneDel; else return BossDel; } my->X += my->Cnt[3]; my->Y += my->Cnt[4]; if ((my->Cnt[6] == 0) && (my->X >= 0) && (my->X <= FieldW) && (my->Y >= 0) && (my->Y < FieldH)) my->Cnt[6] = 1; return NoneDel; } int NewBoss8(void) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.X = FieldW/2; manage->New.Data.Y = -80; manage->New.Data.HP = 600; manage->New.Data.Point = 10000; manage->New.Data.EnemyAtt = BossDel; manage->New.Data.Width = 200; manage->New.Data.Height = 180; manage->New.Data.Cnt[0] = 0; manage->New.Data.Cnt[1] = 200; /* appears slowly */ manage->New.Data.Cnt[2] = 0; /* image counter */ manage->New.Data.Cnt[3] = 10; /* x move */ manage->New.Data.Cnt[4] = 0; /* y move */ manage->New.Data.Cnt[5] = 0; /* shot counter */ manage->New.Data.Cnt[6] = rand()%4; /* mode */ manage->New.Data.Cnt[7] = 0; /* mode counter */ manage->New.Data.Cnt[8] = 0; /* after-death counter */ manage->New.Grp.image = Boss7Image; return NewObj(MEnemy,BossAct8,BossHit8,DrawImage); } DelAtt BossAct8(ObjData *my) { if (my->Cnt[0] < my->Cnt[1]) {/* appears slowly */ my->Y++; my->Cnt[0]++; return NoneDel; } if (my->kill == True) { /* the boss is dead */ return BossAct8_dead(my); } /* the boss is alive */ if (manage->BossTime <= 0) { if (my->Y < 0 - my->Height/2 - 50) { if ((player->Ships > 0) ||(manage->player[0]->Data.Cnt[3] == 0)) return BossDel; else return NoneDel; } else { (my->Y) -= 4; return NoneDel; } } (manage->BossTime)--; if (my->Cnt[5] > 8) my->Cnt[5] = 0; else my->Cnt[5]++; if ((my->Cnt[5]%2==0) && ((my->Cnt[6] ==0) || (my->Cnt[6] == 2) || (my->Cnt[6] == 3))) { RingToAngle(my->X, my->Y-60, rand()%50+70, rand()%15+5); RingToAngle(my->X, my->Y-60, rand()%20+80, rand()%10+10); /* if (manage->Loop > 2) RingToAngle(my->X, my->Y-60, rand()%20+80, rand()%5+15); */ } if (my->Cnt[6] != 4) { if (my->X>manage->player[0]->Data.X && my->X>my->HarfW) my->X--; else if (my->Xplayer[0]->Data.X && my->X<(FieldW-my->HarfW)) my->X++; } if (my->Cnt[6] == 0) { return BossAct8_rand_shot(my); } else if (my->Cnt[6] == 1) { return BossAct8_ring_shot(my); } else if (my->Cnt[6] == 2) { return BossAct8_bound_shot(my); } else if (my->Cnt[6] == 3) { return BossAct8_homing_shot(my); } else if (my->Cnt[6] == 4) { return BossAct8_charge_shot(my); } else if (my->Cnt[6] == 5) { return BossAct8_n_way_shot(my); } return NoneDel; } DelAtt BossHit8(ObjData *my, ObjData *your) { int temp = your->Attack; if (my->Cnt[0] < my->Cnt[1]) return NoneDel; /* if (my->Cnt[6] == 4) return NoneDel; */ /* immutable in above cases */ if (my->HP < your->Attack) temp = my->HP; my->HP -= temp; player->Rec[0].score += temp; if (my->HP <= 0) { player->Rec[0].score -= 1; my->showDamegeTime = 0; my->kill = True; } else { my->showDamegeTime = 15; } return NoneDel; } static DelAtt BossAct8_dead(ObjData *my) { int i; int j; /* the boss is dead */ NewLargeBomb(my->X+rand()%230-115,my->Y+rand()%180-90); NewLargeBomb(my->X+rand()%230-115,my->Y+rand()%180-90); my->Cnt[8]++; if ((player->Ships <= 0) && (manage->player[0]->Data.Cnt[3] != 0)) if (my->Cnt[8] >= 300) my->Cnt[8] = 0; if (my->Cnt[8] %3 == 0) { if (my->X > manage->player[0]->Data.X) (my->X)--; else if (my->X < manage->player[0]->Data.X) (my->X)++; if (my->Y > manage->player[0]->Data.Y) (my->Y)--; else if (my->Y < manage->player[0]->Data.Y) (my->Y)++; } if (my->Cnt[8] %30 == 0) { for (i=0; i<24; i++) ShotToAngle(my->X,my->Y,i*15, 7); } else if (my->Cnt[8] %30 == 15) { for (i=0; i<24; i++) ShotToAngle(my->X,my->Y,i*15 + 7,7); } if (my->Cnt[8] %13 == 0) { ShotToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y, manage->Loop *5); if (manage->Loop >2) { BoundShot(my->X, my->Y-60,rand()%20-10,rand()%4+10,4); } } if (my->Cnt[8] %5 == 0) { if (manage->Loop >1) { for (i=1; i< manage->Loop * 3; i++) ShotToAngle(my->X,my->Y,rand()%360, manage->Loop *3); } } if (my->Cnt[8] >= 300) { for (i=0; i<=10; i++) for (j=0; j<=10; j++) NewLargeBomb(50*i,65*j); return my->EnemyAtt; } else return NoneDel; } static DelAtt BossAct8_rand_shot(ObjData *my) { int i; if (my->Cnt[7]% 10 == 0) { for (i = 1; i <= manage->Loop; i++) { ShotToAngle(my->X-60, my->Y-60, rand()%50 + 70, rand()%5+5); ShotToAngle(my->X+60, my->Y-60, rand()%50 + 70, rand()%5+5); } ShotToPoint(my->X,my->Y-60,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%5+3); } BossAct8_next(my, 100); return NoneDel; } static DelAtt BossAct8_ring_shot(ObjData *my) { if (my->Cnt[7]%2 == 0) { RingToPoint(my->X-60, my->Y+10, manage->player[0]->Data.X,manage->player[0]->Data.Y, rand()%10 + 20); RingToPoint(my->X+60, my->Y+10, manage->player[0]->Data.X,manage->player[0]->Data.Y, rand()%10 + 20); if (manage->Loop >1) { RingToAngle(my->X, my->Y - 60, 90, rand()%10 + 20); RingToAngle(my->X, my->Y - 60, 90, rand()%10 + 20); } if (manage->Loop >2) { RingToAngle(my->X-60, my->Y - 60, 90, rand()%10 + 20); RingToAngle(my->X+60, my->Y - 60, 90, rand()%10 + 20); } } BossAct8_next(my, 70); return NoneDel; } static DelAtt BossAct8_bound_shot(ObjData *my) { if (manage->Loop <=2) { if (my->Cnt[7] % 16 == 0) BoundShot(my->X+60,my->Y-60,rand()%20-10,rand()%4+10,2); else if (my->Cnt[7] % 16 == 8) BoundShot(my->X-60,my->Y-60,rand()%20-10,rand()%4+10,2); } else { if (my->Cnt[7] % 16 == 0) BoundShot(my->X+60,my->Y-60, (rand()%20-10)*2, (rand()%4+10)*2, 2); else if (my->Cnt[7] % 16 == 8) BoundShot(my->X-60,my->Y-60, (rand()%20-10)*2 ,(rand()%4+10)*2, 2); } BossAct8_next(my, 100); return NoneDel; } static DelAtt BossAct8_homing_shot(ObjData *my) { if (my->Cnt[7] %8 == 0) { HomingShot(my->X-60,my->Y-10,-10, 5); HomingShot(my->X+60,my->Y-10, 10, 5); if (manage->Loop > 2) { HomingShot(my->X-60,my->Y-10,-3, 10); HomingShot(my->X+60,my->Y-10, 3, 10); } } BossAct8_next(my, 100); return NoneDel; } static DelAtt BossAct8_charge_shot(ObjData *my) { int i; if (my->Cnt[7] == 48 - manage->Loop *8) { for (i=0; i<24; i++) ShotToAngle(my->X,my->Y,i*15,15); } if (my->Cnt[7] == 53 - manage->Loop *8) { for (i=0; i<24; i++) ShotToAngle(my->X,my->Y,i*15+7,20); } if (my->Cnt[7] > 53 - manage->Loop *8) { LaserShot(my->X-120,my->Y-60,35); LaserShot(my->X-80 ,my->Y-60,35); LaserShot(my->X-40 ,my->Y-60,35); LaserShot(my->X ,my->Y-60,35); LaserShot(my->X+40 ,my->Y-60,35); LaserShot(my->X+80 ,my->Y-60,35); LaserShot(my->X+120,my->Y-60,35); } BossAct8_next(my, 58 - manage->Loop *8); return NoneDel; } static DelAtt BossAct8_n_way_shot(ObjData *my) { int xtemp; int ytemp; int speedtemp; if (my->Cnt[7] % 13 == 0) { xtemp = rand()%FieldW; ytemp = rand()%((FieldH -(FieldH%2))/2); speedtemp = rand()%7 + 5; if (manage->Loop == 1) { ShotToAngle(xtemp, ytemp, 50, speedtemp); ShotToAngle(xtemp, ytemp, 70, speedtemp); ShotToAngle(xtemp, ytemp, 90, speedtemp); ShotToAngle(xtemp, ytemp, 110, speedtemp); ShotToAngle(xtemp, ytemp, 130, speedtemp); } else if (manage->Loop == 2) { ShotToAngle(xtemp, ytemp, 51, speedtemp); ShotToAngle(xtemp, ytemp, 64, speedtemp); ShotToAngle(xtemp, ytemp, 77, speedtemp); ShotToAngle(xtemp, ytemp, 90, speedtemp); ShotToAngle(xtemp, ytemp, 103, speedtemp); ShotToAngle(xtemp, ytemp, 116, speedtemp); ShotToAngle(xtemp, ytemp, 129, speedtemp); } else { ShotToAngle(xtemp, ytemp, 50, speedtemp); ShotToAngle(xtemp, ytemp, 60, speedtemp); ShotToAngle(xtemp, ytemp, 70, speedtemp); ShotToAngle(xtemp, ytemp, 80, speedtemp); ShotToAngle(xtemp, ytemp, 90, speedtemp); ShotToAngle(xtemp, ytemp, 100, speedtemp); ShotToAngle(xtemp, ytemp, 110, speedtemp); ShotToAngle(xtemp, ytemp, 120, speedtemp); ShotToAngle(xtemp, ytemp, 130, speedtemp); } } BossAct8_next(my, 150); return NoneDel; } static void BossAct8_next(ObjData *my, int span) { int modetemp = 0; if (my->Cnt[7] > span) { do { modetemp = rand()%6; }while (modetemp == my->Cnt[6]); my->Cnt[6] = modetemp; my->Cnt[7] = 0; } else my->Cnt[7]++; } xsoldier-1.8/callback.c0000644000175000017500000000552110276702755015735 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: callback.c,v 1.15 2002/04/22 15:20:58 oohara Exp $ */ #include #include #include "image.h" #include "xsoldier.h" #include "common.h" #include "extern.h" /* ShotToPoint */ #include "enemyshot.h" /* sdl_draw_rect */ #include "graphic.h" #include "callback.h" /* action */ /* do nothing */ DelAtt NullAct(ObjData *my) { return NoneDel; } /* hit */ /* nothing can hit me, I am immutable */ DelAtt NullHit(ObjData *my, ObjData *your) { return NoneDel; } /* simply die */ DelAtt NullDelHit(ObjData *my, ObjData *your) { return NullDel; } /* die with explosion */ DelAtt DeleteHit(ObjData *my, ObjData *your) { NewBomb(my->X,my->Y); return my->EnemyAtt; } /* deal damage, explode if dead */ DelAtt DamageHit(ObjData *my, ObjData *your) { int temp = your->Attack; if (my->HP < your->Attack) temp = my->HP; my->HP -= temp; player->Rec[0].score += temp; if (my->HP <= 0) { player->Rec[0].score -= 1; if (manage->Loop > 2) ShotToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,5); NewBomb(my->X,my->Y); my->showDamegeTime = 0; return my->EnemyAtt; } else { my->showDamegeTime = 15; return NoneDel; } } /* same above, but with big explosion */ DelAtt LargeDamageHit(ObjData *my, ObjData *your) { int temp = your->Attack; if (my->HP < your->Attack) temp = my->HP; my->HP -= temp; player->Rec[0].score += temp; if (my->HP <= 0) { player->Rec[0].score -= 1; if (manage->Loop > 2) ShotToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,5); NewLargeBomb(my->X,my->Y); my->showDamegeTime = 0; return my->EnemyAtt; } else { my->showDamegeTime = 15; return NoneDel; } } /* display */ void NullReal(ObjData *my, GrpData *grp) { return; } /* rectangle-drawing function for collision-detection debug */ void DrawRec(ObjData *my, GrpData *grp) { #ifdef HAVE_LIBSDL /* use double-standard here to keep the 10 pixel boundary */ sdl_draw_rect(my->X-my->HarfW + 10, my->Y-my->HarfH + 10, my->Width, my->Height); #else /* not HAVE_LIBSDL */ /* XFillRectangle(dpy,WorkPixmap,FillGC,my->X-my->HarfW,my->Y-my->HarfH,my->Width,my->Height); */ XDrawRectangle(dpy,WorkPixmap,FillGC,my->X-my->HarfW,my->Y-my->HarfH,my->Width,my->Height); #endif /* not HAVE_LIBSDL */ return; } /* display pixmap */ void DrawImage(ObjData *my, GrpData *grp) { PutImage(grp->image[my->image],my->X - grp->HarfW, my->Y - grp->HarfH); return; } xsoldier-1.8/common.c0000644000175000017500000000467510276702755015502 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: common.c,v 1.4 2002/04/29 03:38:41 oohara Exp $ */ /* #include #include */ /* abs */ #include #include "image.h" #include "xsoldier.h" #include "common.h" #include "callback.h" #include "extern.h" #include "sin.h" void NewBomb(int x, int y) { int i; if (manage->EnemyNum >= manage->EnemyMax) return; for (i=1; iEnemyMax; i++) { if (manage->enemy[i]->Data.used == False) { manage->Bomb.Data.X = x; manage->Bomb.Data.Y = y; manage->enemy[i]->Data = manage->Bomb.Data; manage->enemy[i]->Grp = manage->Bomb.Grp; manage->enemy[i]->Action = BombAct; manage->enemy[i]->Realize = DrawImage; manage->enemy[i]->Hit = NullHit; manage->EnemyNum++; return; } } } void NewLargeBomb(int x, int y) { int i; if (manage->EnemyNum >= manage->EnemyMax) return; for (i=1; iEnemyMax; i++) { if (manage->enemy[i]->Data.used == False) { manage->LargeBomb.Data.X = x; manage->LargeBomb.Data.Y = y; manage->enemy[i]->Data = manage->LargeBomb.Data; manage->enemy[i]->Grp = manage->LargeBomb.Grp; manage->enemy[i]->Action = BombAct; manage->enemy[i]->Realize = DrawImage; manage->enemy[i]->Hit = NullHit; manage->EnemyNum++; return; } } } DelAtt BombAct(ObjData *my) { my->image = my->Cnt[0]; my->Cnt[0]++; if (my->Cnt[0] > 5) return NullDel; return NoneDel; } int GetDirection(int mx, int my, int sx, int sy) { static double hi; static int uw; static int uh; static int h; static int w; uw = abs(sx-mx); uh = abs(sy-my); h = sy-my; w = sx-mx; if (!uw) return (uh>0)?4:0; if (!uh) return (uw>0)?2:6; hi = (double)uh/uw; if (hi < 0.42) return (w > 0) ? 2: 6; else if (hi > 2.42) return (h > 0) ? 4: 0; else { return (w>0)?((h>0)?3:1):((h>0)?5:7); /*** if (w > 0 && h > 0) return 3; if (w > 0 && h < 0) return 1; if (w < 0 && h > 0) return 5; if (w < 0 && h < 0) return 7; ***/ } } xsoldier-1.8/ending.c0000644000175000017500000000624710276702755015453 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: ending.c,v 1.9 2002/04/29 03:39:40 oohara Exp $ */ /* JSTK is defined in config.h */ #include /* pause */ #include /* strlen */ #include #include /* #include #include #include */ #include "xsoldier.h" #include "extern.h" #include "key.h" #include "star.h" #ifdef JSTK #include "joystick.h" #endif #include "graphic.h" #include "input.h" #include "ending.h" void Ending(void) { char stuff[][2][32] = { {"XSoldier staff", ""}, {"Producer", "Y.Hashimoto"}, {"Program", "R.Masuda"}, {"", "Y.Hashimoto"}, {"Character Algorithm", "K.Inomata"}, {"", "H.Yokobori"}, {"", "M.Nakayama"}, {"", "Y.Hashimoto"}, {"Character Design", "H.Hayakawa"}, {"", "Y.Hashimoto"}, {"1.x Series Developer", "Oohara Yuuma"}, {"Special Thanks", "N.Oohashi"}, {"", "T.Yamada"}, {"", "T.Igari"}, {"", "RAKI all members"}, {"", ".... and YOU."}, }; char msg[][30] = { "Try Next Stage!!", "You are a great soldier!!!", "crazy ........" }; /* number of staffs */ int stfnumber = 16; int count = 0; int time = (stfnumber + 6) * 100; int len; int i; while (1) { if (waittime && (signal_delivered==0)) pause(); signal_delivered = 0; if (count < time) { count++; } if (event_handle_ending() == 0) return; clear_window(); DrawStar(StarPtn1); DrawStar(StarPtn2); for (i=0; i time-30) { len = count - (time-30); if (manage->Loop < 3) { if (len >= strlen(msg[manage->Loop-1])) { draw_string(200, 440, "Press space key", strlen("Press space key")); len = strlen(msg[manage->Loop-1]); } draw_string(200, 400, msg[manage->Loop-1], len); } else { if (len >= strlen(msg[2])) { draw_string(200, 440, "Press space key", strlen("Press space key")); len = strlen(msg[2]); } } } redraw_window(); } } xsoldier-1.8/enemy.c0000644000175000017500000004302210276702755015314 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: enemy.c,v 1.16 2002/04/29 03:40:19 oohara Exp $ */ /* rand */ #include /* abs */ #include /* #include #include */ #include "image.h" #include "xsoldier.h" #include "manage.h" #include "common.h" #include "enemyshot.h" #include "callback.h" #include "enemy.h" #include "extern.h" #include "sin.h" /* definition of objects * - initialization function * - action function * - hit function * * initialization add action function and display/hit function to the table */ /* run straight ahead */ int NewEnemy1(int x, int y) { /* attribute of this object */ manage->New.Data.hitAtt = MEnemy; /* what objects should hit this object */ manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.HP = 1; manage->New.Data.Point = 100; manage->New.Data.EnemyAtt = ZakoDel; /* size for collision detection */ manage->New.Data.Width = 32; manage->New.Data.Height = 32; manage->New.Data.X = x; manage->New.Data.Y = 1 - manage->New.Data.Height/2; manage->New.Data.Angle = 0; manage->New.Data.Speed = rand()%15 + 1; manage->New.Data.Cnt[0] = 0; /* pixmap for this object */ manage->New.Grp.image = Enemy1Image; /* add action function and hit function to the table */ return NewObj(MEnemy,EnemyAct1,EnemyHit1,DrawImage); } DelAtt EnemyAct1(ObjData *my) { int i; if (manage->Loop > 1) { /* shoot in loop 2 or later */ if (my->shotTime >= ShotTiming) { for (i =1; i< manage->Loop; i++) ShotToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,5); my->shotTime = my->startTime; } else my->shotTime++; } my->image = 4; my->Y += my->Speed; if ((my->X < 0 - my->Width/2) || (my->X > FieldW + my->Width/2)) return NullDel; if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) return NullDel; return NoneDel; } /* may give you an item */ DelAtt EnemyHit1(ObjData *my, ObjData *your) { int temp = your->Attack; if (my->HP < your->Attack) temp = my->HP; my->HP -= temp; player->Rec[0].score += temp; if (my->HP <= 0) { player->Rec[0].score -= 1; /* always gives you a shot in loop 3 or later */ if (manage->Loop > 2) ShotToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,5); if (rand()%100 < 20) NewEnemy10(my->X,my->Y); NewBomb(my->X,my->Y); my->showDamegeTime = 0; return my->EnemyAtt; } else { my->showDamegeTime = 15; return NoneDel; } } /* codename "sine curve" (in fact it is a parabola) */ int NewEnemy2(int x, int y) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.HP = 1; manage->New.Data.Point = 100; manage->New.Data.EnemyAtt = ZakoDel; manage->New.Data.Width = 32; manage->New.Data.Height = 32; manage->New.Data.X = x; manage->New.Data.Y = 1 - manage->New.Data.Height/2; manage->New.Data.inertX = 0; manage->New.Data.inertY = 1; manage->New.Data.Angle = 0; manage->New.Data.Speed = 0; manage->New.Data.Cnt[0] = 0; /* range of x */ manage->New.Data.Cnt[1] = rand()%3 + 5; if (x < FieldW/2) manage->New.Data.Cnt[2] = 0; else manage->New.Data.Cnt[2] = 1; manage->New.Data.Cnt[3] = 0; manage->New.Grp.image = Enemy3Image; return NewObj(MEnemy,EnemyAct2,DamageHit,DrawImage); } DelAtt EnemyAct2(ObjData *my) { if (my->shotTime >= ShotTiming) { if (manage->Loop > 1) LaserShot(my->X,my->Y,10); ShotToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,4); my->shotTime = my->startTime; } else my->shotTime++; if (my->Cnt[2] == 0) { my->Cnt[3]++; if(my->Cnt[3] >= 2*my->Cnt[1]) my->Cnt[2] = 1; } else if (my->Cnt[2] == 1) { my->Cnt[3]--; if(my->Cnt[3] <= -2*my->Cnt[1]) my->Cnt[2] = 0; } my->Y += my->Cnt[1]; my->X += my->Cnt[3]; /* what number of pixmap we use */ if (my->Cnt[3] > my->Cnt[1]) my->image = 2; else if (my->Cnt[3] > 0) my->image = 3; else if (my->Cnt[3] < -my->Cnt[1]) my->image = 6; else if(my->Cnt[3] < 0) my->image = 5; else my->image = 0; if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) return NullDel; return NoneDel; } /* turns left/right */ int NewEnemy3(int x, int y) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.HP = 2; manage->New.Data.Point = 150; manage->New.Data.EnemyAtt = ZakoDel; manage->New.Data.Width = 32; manage->New.Data.Height = 32; manage->New.Data.X = x; manage->New.Data.Y = 1 - manage->New.Data.Height/2; manage->New.Data.Cnt[0] = 0; manage->New.Data.Cnt[1] = 0; manage->New.Data.Cnt[2] = 5; manage->New.Grp.image = Enemy1Image; return NewObj(MEnemy,EnemyAct3,EnemyHit1,DrawImage); } DelAtt EnemyAct3(ObjData *my) { if (my->shotTime >= ShotTiming) { ShotToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,4); my->shotTime = my->startTime; } else my->shotTime++; if (my->Cnt[0] == 0) { if (my->Yplayer[0]->Data.Y+10 && my->Y>manage->player[0]->Data.Y-10) { if (my->X < manage->player[0]->Data.X) { my->Cnt[0] = 1; if (manage->Loop >2) BoundShot(my->X, my->Y, rand()%30-15, rand()%30-15, 3); } if (my->X > manage->player[0]->Data.X) { my->Cnt[0] = 2; if (manage->Loop >2) BoundShot(my->X, my->Y, rand()%30-15, rand()%30-15, 3); } } } if (my->Cnt[0] == 0) { my->Y += 2 + manage->Loop * 3; my->image = 4; } else if (my->Cnt[0] == 1) { my->X += 15; my->image = 2; } else if (my->Cnt[0] == 2) { my->X -= 15; my->image = 6; } if ((my->X < 0 - my->Width/2) || (my->X > FieldW + my->Width/2)) return NullDel; if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) return NullDel; return NoneDel; } /* chases you */ int NewEnemy4(int x, int y) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.HP = 2; manage->New.Data.Point = 150; manage->New.Data.EnemyAtt = ZakoDel; manage->New.Data.Width = 32; manage->New.Data.Height = 32; manage->New.Data.X = x; manage->New.Data.Y = 1 - manage->New.Data.Height/2; manage->New.Data.inertX = 0; manage->New.Data.inertY = 0; manage->New.Grp.image = Enemy2Image; return NewObj(MEnemy,EnemyAct4,DamageHit,DrawImage); } DelAtt EnemyAct4(ObjData *my) { if (my->shotTime >= ShotTiming) { ShotToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,4); if (manage->Loop >1) { ShotToAngle(my->X, my->Y, 90, 4); ShotToAngle(my->X, my->Y, 90, 8); ShotToAngle(my->X, my->Y, 90, 12); ShotToAngle(my->X, my->Y, 90, 16); } my->shotTime = my->startTime; } else my->shotTime++; if (my->X < manage->player[0]->Data.X) { if (my->inertX <= 8) my->inertX++; } else if (my->X > manage->player[0]->Data.X) { if (my->inertX >= -8) my->inertX--; } if (my->Y < manage->player[0]->Data.Y) { if (my->inertY <= 8) my->inertY++; } else if (my->Y > manage->player[0]->Data.Y) { if (my->inertY >= -8) my->inertY--; } my->X += my->inertX; my->Y += my->inertY; my->image = GetDirection(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y); if ((my->X < 0 - my->Width/2) || (my->X > FieldW + my->Width/2)) return NullDel; if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) return NullDel; return NoneDel; } /* bounce on the left/right side of the window */ int NewEnemy5(int x, int y) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; if (x > FieldW/2) { manage->New.Data.X = FieldW; manage->New.Data.Cnt[0] = - (rand()%10 + 15); } else { manage->New.Data.X = 0; manage->New.Data.Cnt[0] = rand()%10 + 15; } manage->New.Data.HP = 9; manage->New.Data.Point = 200; manage->New.Data.EnemyAtt = ZakoDel; manage->New.Data.Width = 32; manage->New.Data.Height = 32; manage->New.Data.Y = 1 - manage->New.Data.Height/2; manage->New.Data.inertX = 0; manage->New.Data.inertY = 0; manage->New.Grp.image = Enemy5Image; return NewObj(MEnemy,EnemyAct5,EnemyHit1,DrawImage); } DelAtt EnemyAct5(ObjData *my) { if (my->Cnt[0] < 0) { my->inertX++; if (abs(my->inertX+my->Cnt[0]) < 5) my->image = 3; else my->image = 2; } else { my->inertX--; if (abs(my->inertX+my->Cnt[0]) < 5) my->image = 1; else my->image = 0; } if (my->Cnt[0]+my->inertX == 0) { RingToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%4+2); RingToAngle(my->X, my->Y, 45, 5); RingToAngle(my->X, my->Y, 90, 5); RingToAngle(my->X, my->Y, 135, 5); RingToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%2+4); if (manage->Loop > 1) { RingToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%3+3); RingToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%4+4); } } my->X += (my->Cnt[0] + my->inertX); my->Y += 5; if ((my->X < 0) || (my->X > FieldW)) my->inertX = 0; if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) return NullDel; return NoneDel; } /* bounce on any side of the window */ int NewEnemy6(int x, int y) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.HP = 4; manage->New.Data.Point = 200; manage->New.Data.EnemyAtt = ZakoDel; manage->New.Data.Width = 32; manage->New.Data.Height = 32; manage->New.Data.X = x; manage->New.Data.Y = 1 - manage->New.Data.Height/2; if (x > FieldW/2) manage->New.Data.inertX = rand()%5 + 10; else manage->New.Data.inertX = rand()%5 - 15; manage->New.Data.inertY = rand()%10 + 5; manage->New.Data.Cnt[0] = 0; manage->New.Data.Cnt[1] = 8; /* "appeared" counter */ manage->New.Data.Cnt[2] = 0; manage->New.Grp.image = Enemy4Image; return NewObj(MEnemy,EnemyAct6,DamageHit,DrawImage); } DelAtt EnemyAct6(ObjData *my) { if (my->shotTime >= ShotTiming) { ShotToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%4+ manage->Loop * 7 -5); my->shotTime = my->startTime; } else my->shotTime++; if ((my->Cnt[2] != 0) && (my->Cnt[0] <= my->Cnt[1])) { if ((my->X+my->inertX>FieldW) || (my->X+my->inertX<0)) { my->inertX = my->inertX*(-1); my->Cnt[0]++; } if ((my->Y+my->inertY>FieldH) || (my->Y+my->inertY<0)) { my->inertY = my->inertY*(-1); my->Cnt[0]++; } } my->image++; if (my->image > 7) my->image = 0; my->X += my->inertX; my->Y += my->inertY; if ((my->X < 0 - my->Width/2) || (my->X > FieldW + my->Width/2)) return NullDel; if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) return NullDel; if ((my->Cnt[2] == 0) && (my->X >= 0) && (my->X <= FieldW) && (my->Y >= 0) && (my->Y < FieldH)) my->Cnt[2] = 1; return NoneDel; } /* appears from the lower side of the window */ int NewEnemy7(int x, int y) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; if (x > FieldW/2) manage->New.Data.X = FieldW -50; else manage->New.Data.X = 50; manage->New.Data.HP = 3; manage->New.Data.Point = 250; manage->New.Data.EnemyAtt = ZakoDel; manage->New.Data.Width = 32; manage->New.Data.Height = 32; manage->New.Data.Y = FieldH - 1 + manage->New.Data.Height/2; manage->New.Data.Cnt[1] = 0; manage->New.Grp.image = Enemy3Image; return NewObj(MEnemy,EnemyAct7,EnemyHit1,DrawImage); } DelAtt EnemyAct7(ObjData *my) { if (manage->Loop > 1) { if (my->shotTime >= ShotTiming) { HomingShot(my->X,my->Y,0,0); my->shotTime = my->startTime; } else my->shotTime++; } if (my->Cnt[1] > 20) { my->Y -= 9; my->image = 0; } else if (my->Y > FieldH-100) { my->Y -= 6; my->image = 0; } else { my->Cnt[1]++; my->image++; if (my->image > 7) my->image = 0; } if (my->Cnt[1] == 20) { ShotToAngle(my->X, my->Y, 144, 10); ShotToAngle(my->X, my->Y, 180, 10); ShotToAngle(my->X, my->Y, 216, 10); ShotToAngle(my->X, my->Y, 252, 10); ShotToAngle(my->X, my->Y, 288, 10); ShotToAngle(my->X, my->Y, 324, 10); ShotToAngle(my->X, my->Y, 360, 10); ShotToAngle(my->X, my->Y, 36, 10); } if ((my->X < 0 - my->Width/2) || (my->X > FieldW + my->Width/2)) return NullDel; if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) return NullDel; return NoneDel; } /* run straight ahead and shoot homing missiles */ int NewEnemy8(int x, int y) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.HP = 15; manage->New.Data.Point = 500; manage->New.Data.EnemyAtt = ZakoDel; manage->New.Data.Width = 40; manage->New.Data.Height = 50; manage->New.Data.X = x; manage->New.Data.Y = 1 - manage->New.Data.Height/2; manage->New.Data.Angle = 0; manage->New.Data.Speed = rand()%5 + 1; manage->New.Grp.image = Enemy7Image; return NewObj(MEnemy,EnemyAct8,LargeDamageHit,DrawImage); } DelAtt EnemyAct8(ObjData *my) { if (my->shotTime >= ShotTiming) { HomingShot(my->X+10,my->Y-20,-10,-5); HomingShot(my->X-10,my->Y-20,10,-5); if (manage->Loop > 1) { LaserShot(my->X-15,my->Y-20,10); LaserShot(my->X+15,my->Y-20,10); } my->shotTime = my->startTime; } else my->shotTime++; my->Y += my->Speed; if ((my->X < 0 - my->Width/2) || (my->X > FieldW + my->Width/2)) return NullDel; if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) return NullDel; return NoneDel; } /* "reversed" parabola */ int NewEnemy9(int x, int y) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.HP = 6; manage->New.Data.Point = 300; manage->New.Data.EnemyAtt = ZakoDel; manage->New.Data.Width = 32; manage->New.Data.Height = 32; manage->New.Data.X = x; manage->New.Data.Y = 1 - manage->New.Data.Height/2; if (x > FieldW/2) manage->New.Data.inertX = -(rand()%10+1); else manage->New.Data.inertX = rand()%10+1; manage->New.Data.inertY = rand()%10 + 15; manage->New.Data.Cnt[0] = 0; manage->New.Grp.image = Enemy6Image; return NewObj(MEnemy,EnemyAct9,DamageHit,DrawImage); } DelAtt EnemyAct9(ObjData *my) { if (manage->Loop > 2) { if (my->shotTime >= ShotTiming) { ShotToAngle(my->X, my->Y, 50, 25); ShotToAngle(my->X, my->Y, 70, 25); ShotToAngle(my->X, my->Y, 90, 25); ShotToAngle(my->X, my->Y, 110, 25); ShotToAngle(my->X, my->Y, 130, 25); my->shotTime = my->startTime; } else my->shotTime++; } if (my->inertY<0 && my->inertY%2) ShotToPoint(my->X,my->Y,manage->player[0]->Data.X,manage->player[0]->Data.Y,rand()%3+3); my->inertY--; my->X += my->inertX; my->Y += my->inertY; if (my->inertY > 10) my->image = 0; else if (my->inertY > 5) my->image = 1; else if (my->inertY > 0) my->image = 2; else if (my->inertY > -5) my->image = 3; else if (my->inertY > -10) my->image = 4; else my->image = 5; if ((my->X < 0 - my->Width/2) || (my->X > FieldW + my->Width/2)) return NullDel; if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) return NullDel; return NoneDel; } /* power-up item */ int NewEnemy10(int x, int y) { manage->New.Data.hitAtt = MItem; manage->New.Data.hitMask = MPlayer; manage->New.Data.X = x; manage->New.Data.Y = y; manage->New.Data.HP = 0; manage->New.Data.Point = 0; manage->New.Data.EnemyAtt = NoneDel; manage->New.Data.Width = 32; manage->New.Data.Height = 32; manage->New.Data.inertY = -10 - rand() % 10; /* item counter */ manage->New.Data.Cnt[0] = 0; /* time counter */ manage->New.Data.Cnt[1] = 0; /* max speed */ manage->New.Data.Cnt[2] = rand()%6 + 1; if (rand()%100 < 30) { manage->New.Data.Cnt[3] = 1; manage->New.Data.Cnt[0] = 1; } else manage->New.Data.Cnt[3] = 0; manage->New.Grp.image = ItemImage; return NewObj(MEnemy,EnemyAct10,NullDelHit,DrawImage); } DelAtt EnemyAct10(ObjData *my) { my->Cnt[1]++; if (my->inertY < my->Cnt[2]) my->inertY++; my->Y += my->inertY; if (my->Cnt[3] == 1) { if (my->Cnt[1]%25 == 0) { if (my->Cnt[0] < 3) my->Cnt[0]++; else my->Cnt[0] = 1; } } my->image = my->Cnt[0]; if ((my->X < 0 - my->Width/2) || (my->X > FieldW + my->Width/2)) return NullDel; if (my->Y > FieldH + my->Height/2) return NullDel; return NoneDel; } xsoldier-1.8/enemyshot.c0000644000175000017500000002022311620512576016202 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: enemyshot.c,v 1.7 2002/04/29 16:54:59 oohara Exp $ */ #include #include /* #include #include */ #include "image.h" #include "xsoldier.h" #include "manage.h" #include "common.h" #include "enemyshot.h" #include "callback.h" #include "extern.h" #include "sin.h" /* enemy shot */ void ShotToAngle(int x, int y, int angle, int speed) { int i; if (manage->EnemyNum >= manage->EnemyMax) return; if (speed <= 0) speed = 1; for (i=1; iEnemyMax; i++) { if (manage->enemy[i]->Data.used == False) { manage->EnemyShot.Data.X = x; manage->EnemyShot.Data.Y = y; manage->EnemyShot.Data.Angle = angle; manage->EnemyShot.Data.Speed = speed; manage->EnemyShot.Data.Cnt[0] = x << 8; manage->EnemyShot.Data.Cnt[1] = y << 8; manage->EnemyShot.Data.Cnt[2] = icos(angle); manage->EnemyShot.Data.Cnt[3] = isin(angle); manage->enemy[i]->Data = manage->EnemyShot.Data; manage->enemy[i]->Grp = manage->EnemyShot.Grp; manage->enemy[i]->Action = EnemyShotAct; manage->enemy[i]->Realize = DrawImage; manage->enemy[i]->Hit = NullDelHit; manage->EnemyNum++; return; } } } void ShotToPoint(int x1, int y1, int x2, int y2, int speed) { int i; int diffx = x2 - x1; int diffy = y2 - y1; int absx = abs(diffx); int absy = abs(diffy); if (manage->EnemyNum >= manage->EnemyMax) return; if (speed <= 0) speed = 1; for (i=1; iEnemyMax; i++) { if (manage->enemy[i]->Data.used == False) { manage->EnemyShot.Data.X = x1; manage->EnemyShot.Data.Y = y1; manage->EnemyShot.Data.Speed = speed; manage->EnemyShot.Data.Cnt[0] = x1 << 8; manage->EnemyShot.Data.Cnt[1] = y1 << 8; if (absx >= absy) { manage->EnemyShot.Data.Cnt[2] = 1 << 8; manage->EnemyShot.Data.Cnt[3] = (absy/(double)absx) * 256; } else { manage->EnemyShot.Data.Cnt[2] = (absx/(double)absy) * 256; manage->EnemyShot.Data.Cnt[3] = 1 << 8; } if (diffx < 0) manage->EnemyShot.Data.Cnt[2] *= -1; if (diffy < 0) manage->EnemyShot.Data.Cnt[3] *= -1; manage->enemy[i]->Data = manage->EnemyShot.Data; manage->enemy[i]->Grp = manage->EnemyShot.Grp; manage->enemy[i]->Action = EnemyShotAct; manage->enemy[i]->Realize = DrawImage; manage->enemy[i]->Hit = NullDelHit; manage->EnemyNum++; return; } } } DelAtt EnemyShotAct(ObjData *my) { /* 2^8 = 256 */ my->Cnt[0] += my->Cnt[2]*my->Speed; my->X = my->Cnt[0] / 256; my->Cnt[1] += my->Cnt[3]*my->Speed; my->Y = my->Cnt[1] / 256; my->Cnt[4]++; if (my->Cnt[4] >= 3) { my->Cnt[4] = 0; my->image++; if (my->image > 3) my->image = 0; } if ((my->X < 0 - my->Width/2) || (my->X > FieldW + my->Width/2)) return NullDel; if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) return NullDel; return NoneDel; } int RingToAngle(int x, int y, int angle, int speed) { if (speed <= 0) speed = 1; manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.X = x; manage->New.Data.Y = y; manage->New.Data.HP = 1; manage->New.Data.Point = 0; manage->New.Data.Angle = angle; manage->New.Data.Speed = speed; manage->New.Data.Cnt[0] = x << 8; manage->New.Data.Cnt[1] = y << 8; manage->New.Data.Cnt[2] = icos(angle); manage->New.Data.Cnt[3] = isin(angle); manage->New.Data.Cnt[4] = 0; manage->New.Data.EnemyAtt = NullDel; manage->New.Data.Width = 28; manage->New.Data.Height = 28; manage->New.Grp.image = ERingImage; return NewObj(MEnemy,EnemyShotAct,DeleteHit,DrawImage); } int RingToPoint(int x1, int y1, int x2, int y2, int speed) { int diffx = x2 - x1; int diffy = y2 - y1; int absx = abs(diffx); int absy = abs(diffy); if (speed <= 0) speed = 1; manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.X = x1; manage->New.Data.Y = y1; manage->New.Data.HP = 1; manage->New.Data.Point = 0; manage->New.Data.Speed = speed; manage->New.Data.Cnt[0] = x1 << 8; manage->New.Data.Cnt[1] = y1 << 8; if (absx >= absy) { manage->New.Data.Cnt[2] = 1 << 8; manage->New.Data.Cnt[3] = (absy/(double)absx) * 256; } else { manage->New.Data.Cnt[2] = (absx/(double)absy) * 256; manage->New.Data.Cnt[3] = 1 << 8; } if (diffx < 0) manage->New.Data.Cnt[2] *= -1; if (diffy < 0) manage->New.Data.Cnt[3] *= -1; manage->New.Data.Cnt[4] = 0; manage->New.Data.EnemyAtt = NullDel; manage->New.Data.Width = 28; manage->New.Data.Height = 28; manage->New.Grp.image = ERingImage; return NewObj(MEnemy,EnemyShotAct,DeleteHit,DrawImage); } int HomingShot(int x, int y, int ix, int iy) { manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.X = x; manage->New.Data.Y = y; manage->New.Data.HP = 1; manage->New.Data.Point = 0; manage->New.Data.EnemyAtt = NullDel; manage->New.Data.Width = 16; manage->New.Data.Height = 16; manage->New.Data.inertX = ix; manage->New.Data.inertY = iy; manage->New.Grp.image = EMissileImage; return NewObj(MEnemy,HomingAct,DeleteHit,DrawImage); } DelAtt HomingAct(ObjData *my) { if (my->X < manage->player[0]->Data.X) { if (my->inertX < 15) my->inertX += 1; } else { if (my->inertX > -15) my->inertX -= 1; } if (my->Y < manage->player[0]->Data.Y) my->inertY++; else my->inertY--; my->X += my->inertX; my->Y += my->inertY; my->image = GetDirection(0,0,my->inertX,my->inertY); if ((my->X < 0 - my->Width/2) || (my->X > FieldW + my->Width/2)) return NullDel; if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) return NullDel; return NoneDel; } int LaserShot(int x, int y, int speed) { if (speed <= 0) speed = 1; manage->New.Data.hitAtt = MEShot; manage->New.Data.hitMask = MPlayer; manage->New.Data.X = x; manage->New.Data.Y = y; manage->New.Data.EnemyAtt = NullDel; manage->New.Data.Width = 7; manage->New.Data.Height = 50; manage->New.Data.Speed = speed; manage->New.Grp.image = ELaserImage; return NewObj(MEShot,EnemyLaserAct,NullHit,DrawImage); } DelAtt EnemyLaserAct(ObjData *my) { my->Y += my->Speed; if ((my->X < 0 - my->Width/2) || (my->X > FieldW + my->Width/2)) return NullDel; if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) return NullDel; return NoneDel; } int BoundShot(int x, int y, int ix, int iy, int bound) { if ((ix == 0) && (iy == 0)) ix = 1; manage->New.Data.hitAtt = MEnemy; manage->New.Data.hitMask = MPlayer | MPShot; manage->New.Data.X = x; manage->New.Data.Y = y; manage->New.Data.EnemyAtt = NullDel; manage->New.Data.Width = 28; manage->New.Data.Height = 28; manage->New.Data.inertX = ix; manage->New.Data.inertY = iy; manage->New.Data.Cnt[0] = 0; manage->New.Data.Cnt[1] = bound; manage->New.Grp.image = EBoundImage; return NewObj(MEShot,BoundShotAct,NullHit,DrawImage); } DelAtt BoundShotAct(ObjData *my) { if (my->Cnt[0] <= my->Cnt[1]) { if ((my->X+my->inertX>FieldW) || (my->X+my->inertX<0)) { my->inertX = my->inertX*(-1); my->Cnt[0]++; } if ((my->Y+my->inertY>FieldH) || (my->Y+my->inertY<0)) { my->inertY = my->inertY*(-1); my->Cnt[0]++; } } my->image++; if (my->image >= 8) my->image = 0; my->X += my->inertX; my->Y += my->inertY; if ((my->X < 0 - my->Width/2) || (my->X > FieldW + my->Width/2)) return NullDel; if ((my->Y < 0 - my->Height/2) || (my->Y > FieldH + my->Height/2)) return NullDel; return NoneDel; } xsoldier-1.8/game.c0000644000175000017500000003450411275461544015113 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: game.c,v 1.34 2009/11/08 06:21:24 oohara Exp $ */ /* DEBUG and JSTK are defined in config.h */ #include /* pause */ #include /* rand */ #include /* strlen */ #include #include /* #include #include #include */ #include "image.h" #include "xsoldier.h" #include "player.h" #include "boss.h" #include "enemy.h" #include "extern.h" #include "key.h" #include "star.h" /* ClearEnemyShotManage, ClearManage, DelObj */ #include "manage.h" #include "graphic.h" #include "input.h" #ifdef JSTK #include "joystick.h" #endif /* DamageHit, LargeDamageHit * DrawRec if DEBUG */ #include "callback.h" #include "game.h" /* local functions */ static void DrawInfo(void); static void do_actions(void); static void collision_detection(void); static int shoot_down_bonus(int percent, int loop, int stage); /* static int perfect_bonus(int loop, int stage); */ int mainLoop(void) { int obj; /* loop counter */ int ocheck; /* counter for already checked objects */ int oneUp = 0; /* 1up counter */ /* functions of normal enemies, weak ones first */ int (*NewEnemy[])(int x, int y) = { NewEnemy1,NewEnemy2,NewEnemy3,NewEnemy4,NewEnemy5, NewEnemy6,NewEnemy7,NewEnemy8,NewEnemy9 }; /* functions of end-of-stage bosses */ int (*NewBoss[])(void) = { NewBoss1,NewBoss2,NewBoss3,NewBoss4,NewBoss5, NewBoss6,NewBoss7,NewBoss8 }; /* number of normal enemies in each stage */ int StageObj[] = { 80,80,100,100,120,120,140,140 }; char StageName[][16] = { "Stage 1","Stage 2","Stage 3","Stage 4","Stage 5", "Stage 6","Stage 7","Final Stage", "All Clear!" }; /* add the player ship to the table */ NewPlayer(FieldW/2,FieldH - 32); #ifndef HAVE_LIBSDL XFlush(dpy); #endif /* not HAVE_LIBSDL */ while (1) { if (waittime && (signal_delivered==0)) pause(); signal_delivered = 0; if (event_handle() == 0) return 0; if (keymask & Pause) { if (manage->flag_nopausemessage == False) { draw_string(235, 280, "Pause", strlen("Pause")); draw_string(180, 300, "Press [", strlen("Press [")); draw_string(230, 300, pauseKey, strlen(pauseKey)); draw_string(245, 300, "] to resume game", strlen("] to resume game")); } redraw_window(); continue; } if (manage->Stage>MaxStage && manage->Appear>0) break; if (manage->player[0]->Data.used == False) { /* the player is killed */ player->Rec[0].loop = manage->Loop; player->Rec[0].stage = manage->Stage; if (player->Ships > 0) { player->Ships--; ClearEnemyShotManage(manage); PlayerLosePower(); RestartPlayer(FieldW/2,FieldH - 32); } } if (manage->BossKill == True) { /* the boss is killed, or it escaped */ manage->Stage++; manage->Level += 5; if (manage->BossTime >=1) { /* the boss is dead */ player->Percent = (manage->StageShotDown/(double)manage->StageEnemy) * 100; /* note that manage->Stage is already incremented */ player->Rec[0].score += shoot_down_bonus(player->Percent, manage->Loop, manage->Stage); if (player->Percent >= 100) { /* player->Rec[0].score += perfect_bonus(manage->Loop, manage->Stage); */ manage->Level += 7; } } else { manage->Level -= 3; } if (manage->Level > MaxLevel) manage->Level = MaxLevel; if (manage->Level < 0) manage->Level = 0; if (manage->flag_maxlevel == True) manage->Level = MaxLevel; ClearManage(manage); ChangeStarParameter(StarPtn1,20); ChangeStarParameter(StarPtn2,25); } if (manage->Appear >= 100) { if ((manage->StageEnemy >= StageObj[manage->Stage-1]) && (manage->BossApp==False)) { /* the boss appears */ if (NewBoss[manage->Stage-1]() != -1) { manage->ZakoApp = False; manage->BossApp = True; manage->StageEnemy++; if (manage->Stage == 8) manage->BossTime = 3000; else manage->BossTime = 2000; } } else if (manage->ZakoApp == True) { /* normal enemy */ if (NewEnemy[rand()%(manage->Stage+1)]((rand()%FieldW)+1,0) != -1) { manage->StageEnemy++; } } /* how often normal enemies appear */ manage->Appear = 89; } else manage->Appear++; do_actions(); collision_detection(); /* the player gets 1up? */ if (player->Rec[0].score >= player->Next) { player->Next += EVERY1UP; player->Ships++; /* counter to display 1up message */ oneUp = 1; } /* draw the window */ clear_window(); /* pixmaps for the background */ DrawStar(StarPtn1); DrawStar(StarPtn2); /* pixmaps for objects */ for (obj=0,ocheck=0; (objEnemyMax && ocheckEnemyNum); obj++) { if (manage->enemy[obj]->Data.used == True) { manage->enemy[obj]->Realize(&(manage->enemy[obj]->Data),&(manage->enemy[obj]->Grp)); ocheck++; } } for (obj=manage->PlayerMax-1,ocheck=0; (obj>=0 && ocheckPlayerNum); obj--) { if (manage->player[obj]->Data.used == True) { manage->player[obj]->Realize(&(manage->player[obj]->Data),&(manage->player[obj]->Grp)); ocheck++; } } if (player->Rec[0].score >= 10000000) player->Rec[0].score = 10000000; /* score and other stuff */ DrawInfo(); /* yet more misc stuff */ if (oneUp != 0) { if (oneUp%4 > 1) draw_string(440, 620, "1UP", strlen("1UP")); oneUp++; if (oneUp > 50) oneUp = 0; } if (manage->player[0]->Data.kill==True && player->Ships==0) draw_string(230, 300, "Game Over", strlen("Game Over")); if (manage->Appear < 0) { char Percent[32]; char Bonus[32]; char Perfect[32]; if (manage->showShootDown != 0) { /* shoot down bonus message */ if (manage->BossTime >= 1) { sprintf(Percent,"shoot down %02d%%",player->Percent); draw_string(210, 370, Percent, strlen(Percent)); sprintf(Bonus,"Bonus %d pts", shoot_down_bonus(player->Percent, manage->Loop, manage->Stage)); draw_string(260 + manage->Appear*3 , 400, Bonus, strlen(Bonus)); if (player->Percent >= 100) { sprintf(Perfect,"Perfect!!"); draw_string(170 - manage->Appear*3 , 420, Perfect, strlen(Perfect)); } } else { snprintf(Percent, 32, "the boss escaped"); draw_string(200 ,370 ,Percent, strlen(Percent)); } } draw_string(230, 320, StageName[manage->Stage-1], strlen(StageName[manage->Stage-1])); } if (manage->Appear == 0) { ChangeStarParameter(StarPtn1,5); ChangeStarParameter(StarPtn2,10); } redraw_window(); } /* ending */ return 1; } /* show score and other info */ static void DrawInfo(void) { static char Score[64]; static char Ships[16]; static char Stage[16]; #ifdef DEBUG static char ObjectP[32]; static char ObjectE[32]; static char Loop[16]; static char Level[16]; static char Weapon[16]; static char Pow[16]; static char Speed[16]; static char Enemy[16]; static char EnemyKill[16]; #endif static char EnemyHP[5]; static char BossTime[16]; int i; sprintf(Score,"Score % 8d",player->Rec[0].score); sprintf(Stage,"Stage %2d",manage->Stage); sprintf(Ships,"Ships %3d",player->Ships); #ifdef DEBUG sprintf(ObjectE,"Enemy Object %3d",manage->EnemyNum); sprintf(ObjectP,"Player Object %3d",manage->PlayerNum); sprintf(Loop,"Loop %2d",manage->Loop); sprintf(Level,"Level %3d",manage->Level); sprintf(Weapon,"Weapon %d",manage->player[0]->Data.Cnt[5]); sprintf(Pow,"Pow %2d",manage->player[0]->Data.Cnt[6]); sprintf(Speed,"Speed %2d",manage->player[0]->Data.Speed); sprintf(Enemy,"Enemy %3d",manage->StageEnemy); sprintf(EnemyKill,"EnemyKill %3d",manage->StageShotDown); #endif draw_string(10, 20, Score, strlen(Score)); draw_string(430, 20, Stage, strlen(Stage)); draw_string(430, 640, Ships, strlen(Ships)); #ifdef DEBUG draw_string(10, 40, ObjectE, strlen(ObjectE)); draw_string(10, 60, ObjectP, strlen(ObjectP)); draw_string(10, 80, Level, strlen(Level)); draw_string(10, 100, Enemy, strlen(Enemy)); draw_string(10, 120, EnemyKill, strlen(EnemyKill)); draw_string(430, 60, Loop, strlen(Loop)); draw_string(430, 580, Weapon, strlen(Weapon)); draw_string(430, 600, Pow, strlen(Pow)); draw_string(430, 620, Speed, strlen(Speed)); #endif for (i = 0; iEnemyMax; i++) if (manage->enemy[i]->Data.used == True) if ((manage->enemy[i]->Hit == EnemyHit1) ||(manage->enemy[i]->Hit == DamageHit) ||(manage->enemy[i]->Hit == LargeDamageHit) ||(manage->enemy[i]->Hit == BossHit1) ||(manage->enemy[i]->Hit == BossHit8)) if (manage->enemy[i]->Data.showDamegeTime >0) { snprintf(EnemyHP, 5, "%d",manage->enemy[i]->Data.HP); draw_string(manage->enemy[i]->Data.X, manage->enemy[i]->Data.Y, EnemyHP, strlen(EnemyHP)); (manage->enemy[i]->Data.showDamegeTime)--; } if (manage->BossApp == True) { snprintf(BossTime, 16, "Time %4d",manage->BossTime); draw_string(430, 40, BossTime, strlen(BossTime)); } #ifdef DEBUG for (i = 0; iEnemyMax; i++) if (manage->enemy[i]->Data.used == True) /* DrawRec does not use arg 2, so NULL will be enough */ DrawRec(&(manage->enemy[i]->Data), NULL); for (i = 0; iPlayerMax; i++) if (manage->player[i]->Data.used == True) /* DrawRec does not use arg 2, so NULL will be enough */ DrawRec(&(manage->player[i]->Data), NULL); #endif /* DEBUG */ } static void do_actions(void) { int obj; DelAtt DelFlag; for (obj=manage->PlayerMax-1; obj>=0; obj--) manage->player[obj]->Data.shouldAct = manage->player[obj]->Data.used; for (obj=manage->PlayerMax-1; obj>=0; obj--) { if (manage->player[obj]->Data.shouldAct == True) { if (manage->player[obj]->Action(&(manage->player[obj]->Data)) == NullDel) DelObj(manage->player[obj]); } } for (obj=0; objEnemyMax; obj++) manage->enemy[obj]->Data.shouldAct = manage->enemy[obj]->Data.used; for (obj=0; objEnemyMax; obj++) { if (manage->enemy[obj]->Data.used == True) { DelFlag = manage->enemy[obj]->Action(&(manage->enemy[obj]->Data)); switch (DelFlag) { case NoneDel: /* do nothing */ break; case BossDel: #ifdef DEBUG fprintf(stderr, "DelFlag == BossDel while processing Action: obj = %d\n", obj); #endif if ((DelFlag == BossDel) && (manage->BossTime <= 0)) player->Rec[0].score -= manage->enemy[obj]->Data.Point; manage->BossKill = True; /* fall off */ case ZakoDel: player->Rec[0].score += manage->enemy[obj]->Data.Point; manage->StageShotDown++; /* fall off */ case NullDel: DelObj(manage->enemy[obj]); break; } } } } static void collision_detection(void) { int obj; int target; DelAtt DelFlag; for (obj=0; (objPlayerMax); obj++) { if (manage->player[obj]->Data.used == False) continue; if (manage->player[obj]->Data.kill == True) continue; for (target=0; (targetEnemyMax); target++) { if (manage->enemy[target]->Data.used == False) continue; if (manage->enemy[target]->Data.kill == True) continue; if (manage->player[obj]->Data.hitMask & manage->enemy[target]->Data.hitAtt) { if (abs(manage->player[obj]->Data.X-manage->enemy[target]->Data.X) > manage->player[obj]->Data.HarfW+manage->enemy[target]->Data.HarfW) continue; if (abs(manage->player[obj]->Data.Y-manage->enemy[target]->Data.Y) > manage->player[obj]->Data.HarfH+manage->enemy[target]->Data.HarfH) continue; /* crash! */ /* we call the enemy's Hit first because the Hit of * the player shot 3 changes its Attatck */ DelFlag = manage->enemy[target]->Hit(&(manage->enemy[target]->Data),&(manage->player[obj]->Data)); switch (DelFlag) { case NoneDel: /* ignore it */ break; case BossDel: #ifdef DEBUG fprintf(stderr, "DelFlag == BossDel while processing Hit: target = %d, obj = %d\n", target, obj); #endif if ((DelFlag == BossDel) && (manage->BossTime <= 0)) player->Rec[0].score -= manage->enemy[target]->Data.Point; manage->BossKill = True; case ZakoDel: player->Rec[0].score += manage->enemy[target]->Data.Point; manage->StageShotDown++; case NullDel: DelObj(manage->enemy[target]); } if (manage->player[obj]->Hit(&(manage->player[obj]->Data),&(manage->enemy[target]->Data)) == NullDel) DelObj(manage->player[obj]); } } } } static int shoot_down_bonus(int percent, int loop, int stage) { if (percent < 0) { fprintf(stderr, "shoot_down_bonus: negative percent given, " "assuming 0%%\n"); percent = 0; } if (percent > 100) { fprintf(stderr, "shoot_down_bonus: 101+ percent given, " "assuming 100%%\n"); percent = 100; } if (percent == 0) return 0; return (30000 + stage * stage * 1000) * 5 / (105 - percent); } /* static int perfect_bonus(int loop, int stage) { return 10000 * stage * loop; } */ xsoldier-1.8/graphic.c0000644000175000017500000004062710276702755015624 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: graphic.c,v 1.35 2002/05/06 04:28:44 oohara Exp $ */ #include #include /* exit, atexit */ #include /* isprint */ #include #ifdef HAVE_LIBSDL #include #else /* not HAVE_LIBSDL */ #include #include #include #include #endif /* not HAVE_LIBSDL */ /* Image */ #include "image.h" #include "graphic.h" #include "xsoldier.h" #include "star.h" #include "extern.h" #if 0 static GC FontGC; static GC BackGC; static GC FillGC; static XColor black; static XColor white; static Display *dpy; static Colormap cmap; static Window root; static Window win; static Pixmap WorkPixmap; #endif /* 0 */ static Image **Font1Image; static Image **Font2Image; static Image **Font3Image; static Image **Font4Image; static Image **Font5Image; static Image **Font6Image; #ifdef HAVE_LIBSDL static int sdl_draw_pixel(int x, int y); #endif /* HAVE_LIBSDL */ int graphic_init(void) { #ifdef HAVE_LIBSDL SDL_Rect temp; #else /* not HAVE_LIBSDL */ XColor blackTrue; XColor whiteTrue; XSizeHints sh; #endif /* not HAVE_LIBSDL */ FieldW = 500; FieldH = 650; #ifdef HAVE_LIBSDL if(SDL_Init(SDL_INIT_VIDEO) < 0 ) { fprintf(stderr, "cannot initialize SDL (%s)\n", SDL_GetError()); exit(1); } if (atexit(SDL_Quit) != 0) { fprintf(stderr, "cannot register SDL_Quit to exit\n"); SDL_Quit(); exit(1); } /* dpy = SDL_SetVideoMode(FieldW + 20, FieldH + 20, 0, SDL_FULLSCREEN); */ dpy = SDL_SetVideoMode(FieldW + 20, FieldH + 20, 0, 0); if (dpy == NULL) { fprintf(stderr, "SDL_SetVideoMode failed (%s)\n", SDL_GetError()); exit(1); } SDL_WM_SetCaption("xsoldier", "xsoldier"); /* SDL_ShowCursor(SDL_DISABLE); */ sdl_draw_rect(6, 6, FieldW + 5, FieldH + 5); temp.x = 10; temp.y = 10; temp.w = FieldW; temp.h = FieldH; SDL_SetClipRect(dpy, &temp); #else /* not HAVE_LIBSDL */ dpy = XOpenDisplay(display); if (dpy == NULL) { fprintf(stderr,"graphic_init: [%s] can't open display.\n", display); exit(1); } cmap = XCreateColormap(dpy, RootWindow(dpy, 0), DefaultVisual(dpy, 0), AllocNone); XAllocNamedColor(dpy, cmap, "black", &black, &blackTrue); XAllocNamedColor(dpy, cmap, "white", &white, &whiteTrue); root = XCreateSimpleWindow(dpy, RootWindow(dpy,0), 0, 0, FieldW+20, FieldH+20, 0, white.pixel, black.pixel); XSetWindowColormap(dpy, root, cmap); XSelectInput(dpy, root, ExposureMask|EnterWindowMask|LeaveWindowMask|KeyPressMask|KeyReleaseMask); XStoreName(dpy, root, "xsoldier"); sh.flags = (PMaxSize | PMinSize); sh.min_width = FieldW + 20; sh.min_height = FieldH + 20; sh.max_width = FieldW + 20; sh.max_height = FieldH + 20; XSetWMNormalHints(dpy, root, &sh); win = XCreateSimpleWindow(dpy, root, 10, 10, FieldW, FieldH, 1, white.pixel, black.pixel); XSelectInput(dpy, win, ExposureMask|EnterWindowMask|KeyPressMask|KeyReleaseMask); WorkPixmap = XCreatePixmap(dpy, win, FieldW, FieldH, DefaultDepth(dpy, 0)); /* font = XLoadFont(dpy,"-adobe-helvetica-bold-r-normal--12-120-75-75-p-70-iso8859-1"); */ FontGC = XCreateGC(dpy,root,0,0); XSetGraphicsExposures(dpy,FontGC,False); /* XSetForeground(dpy,FontGC,white.pixel); XSetFont(dpy,FontGC,font); */ BackGC = XCreateGC(dpy,WorkPixmap,0,0); XSetGraphicsExposures(dpy,BackGC,False); XSetForeground(dpy,BackGC,black.pixel); FillGC = XCreateGC(dpy,WorkPixmap,0,0); XSetGraphicsExposures(dpy,FillGC,False); XSetForeground(dpy,FillGC,white.pixel); #endif /* not HAVE_LIBSDL */ PlayerImage = ImageInit(PIXMAP "/Player.xpm" GZ,6); PShot1Image = ImageInit(PIXMAP "/PlayerShot1.xpm" GZ,2); PShot2Image = ImageInit(PIXMAP "/PlayerShot2.xpm" GZ,2); PShot3Image = ImageInit(PIXMAP "/PlayerShot3.xpm" GZ,3); EShotImage = ImageInit(PIXMAP "/EnemyShot.xpm" GZ,4); ELaserImage = ImageInit(PIXMAP "/EnemyLaser.xpm" GZ,1); EMissileImage = ImageInit(PIXMAP "/EnemyMiss.xpm" GZ,8); EBoundImage = ImageInit(PIXMAP "/EnemyBound.xpm" GZ,8); ERingImage = ImageInit(PIXMAP "/EnemyRing.xpm" GZ,4); BombImage = ImageInit(PIXMAP "/ExpSmall.xpm" GZ,5); LargeBombImage= ImageInit(PIXMAP "/ExpLarge.xpm" GZ,5); Enemy1Image = ImageInit(PIXMAP "/Enemy1.xpm" GZ,8); Enemy2Image = ImageInit(PIXMAP "/Enemy2.xpm" GZ,8); Enemy3Image = ImageInit(PIXMAP "/Enemy3.xpm" GZ,8); Enemy4Image = ImageInit(PIXMAP "/Enemy4.xpm" GZ,8); Enemy5Image = ImageInit(PIXMAP "/Enemy5.xpm" GZ,4); Enemy6Image = ImageInit(PIXMAP "/Enemy6.xpm" GZ,6); Enemy7Image = ImageInit(PIXMAP "/Enemy7.xpm" GZ,1); Boss1Image = ImageInit(PIXMAP "/Boss1.xpm" GZ,1); Boss2Image = ImageInit(PIXMAP "/Boss2.xpm" GZ,1); Boss3Image = ImageInit(PIXMAP "/Boss3.xpm" GZ,1); Boss4Image = ImageInit(PIXMAP "/Boss4.xpm" GZ,1); Boss5Image = ImageInit(PIXMAP "/Boss5.xpm" GZ,1); Boss6Image = ImageInit(PIXMAP "/Boss6.xpm" GZ,2); Boss7Image = ImageInit(PIXMAP "/Boss7.xpm" GZ,1); ItemImage = ImageInit(PIXMAP "/Item.xpm" GZ,4); /* initialize stars */ InitStarModule(FieldW,FieldH); StarPtn1 = CreateStar(PIXMAP "/Star1.xpm" GZ,4,5,5); StarPtn2 = CreateStar(PIXMAP "/Star2.xpm" GZ,4,10,10); /* initialize font */ /* explanation of font images * 14 * 7 * 0@P`p 14 * !1AQaq 28 * "2BRbr 42 * #3CScs 56 * $4DTdt 70 * %5EUeu 84 * &6FVfv 98 * '7GWgw 112 * (8HXhx 126 * )9IYiy 140 * *:JZjz 154 * +;K[k{ 168 * ,N^n~ 210 * /?O_o 224 */ Font1Image = ImageInit(PIXMAP "/font1.xpm" , 16); Font2Image = ImageInit(PIXMAP "/font2.xpm" , 16); Font3Image = ImageInit(PIXMAP "/font3.xpm" , 16); Font4Image = ImageInit(PIXMAP "/font4.xpm" , 16); Font5Image = ImageInit(PIXMAP "/font5.xpm" , 16); Font6Image = ImageInit(PIXMAP "/font6.xpm" , 16); return 0; } int clear_window(void) { #ifdef HAVE_LIBSDL if (SDL_FillRect(dpy, NULL, SDL_MapRGB(dpy->format, 0, 0, 0)) != 0) { fprintf(stderr, "clear_window: SDL_FillRect failed (%s)\n", SDL_GetError()); exit(1); } #else /* not HAVE_LIBSDL */ XFillRectangle(dpy, WorkPixmap, BackGC, 0, 0, FieldW, FieldH); #endif /* not HAVE_LIBSDL */ return 0; } int redraw_window(void) { #ifdef HAVE_LIBSDL if (SDL_Flip(dpy) != 0) { fprintf(stderr, "redraw_window: SDL_Flip failed (%s)\n", SDL_GetError()); exit(1); } #else /* not HAVE_LIBSDL */ XCopyArea(dpy,WorkPixmap,win,BackGC,0,0,FieldW,FieldH,0,0); XFlush(dpy); XSync(dpy,False); #endif /* not HAVE_LIBSDL */ return 0; } int graphic_finish(void) { FreeImages(PlayerImage,6); FreeImages(PShot1Image,2); FreeImages(PShot2Image,2); FreeImages(PShot3Image,3); FreeImages(EShotImage,4); FreeImages(ELaserImage,1); FreeImages(EMissileImage,8); FreeImages(EBoundImage,8); FreeImages(ERingImage,4); FreeImages(BombImage,5); FreeImages(LargeBombImage,5); FreeImages(Enemy1Image,8); FreeImages(Enemy2Image,8); FreeImages(Enemy3Image,8); FreeImages(Enemy4Image,8); FreeImages(Enemy5Image,4); FreeImages(Enemy6Image,6); FreeImages(Enemy7Image,1); FreeImages(Boss1Image,1); FreeImages(Boss2Image,1); FreeImages(Boss3Image,1); FreeImages(Boss4Image,1); FreeImages(Boss5Image,1); FreeImages(Boss6Image,2); FreeImages(Boss7Image,1); FreeImages(ItemImage,4); FreeImages(Font1Image, 16); FreeImages(Font2Image, 16); FreeImages(Font3Image, 16); FreeImages(Font4Image, 16); FreeImages(Font5Image, 16); FreeImages(Font6Image, 16); DeleteAllStar(); #ifdef HAVE_LIBSDL SDL_QuitSubSystem(SDL_INIT_VIDEO); #else /* not HAVE_LIBSDL */ XFreeGC(dpy, FontGC); XFreeGC(dpy, BackGC); XFreeGC(dpy, FillGC); XAutoRepeatOn(dpy); XFlush(dpy); XCloseDisplay(dpy); #endif /* not HAVE_LIBSDL */ return 0; } int draw_string(int x, int y, const char *string, int length) { int i; /* XDrawString(dpy, WorkPixmap, FontGC, x, y, string, length); */ /* XDrawString seens to have its own origin */ y -= 7; for (i = 0; (i < length) && (string[i] != '\0'); i++) { draw_char(x, y, string[i]); x += 7; } return 0; } /* return 0 on success, negative value on error */ int draw_char(int x, int y, int c) { if (!isprint(c)) { fprintf(stderr, "draw_char: unprintable char found (\\x%x), " "replacing it with ?\n", c); c = '?'; } /* don't assume ASCII */ switch (c) { case ' ': /* do nothing */ return 0; case '!': PutImage(Font1Image[1], x, y); return 0; case '"': PutImage(Font1Image[2], x, y); return 0; case '#': PutImage(Font1Image[3], x, y); return 0; case '$': PutImage(Font1Image[4], x, y); return 0; case '%': PutImage(Font1Image[5], x, y); return 0; case '&': PutImage(Font1Image[6], x, y); return 0; case '\'': PutImage(Font1Image[7], x, y); return 0; case '(': PutImage(Font1Image[8], x, y); return 0; case ')': PutImage(Font1Image[9], x, y); return 0; case '*': PutImage(Font1Image[10], x, y); return 0; case '+': PutImage(Font1Image[11], x, y); return 0; case ',': PutImage(Font1Image[12], x, y); return 0; case '-': PutImage(Font1Image[13], x, y); return 0; case '.': PutImage(Font1Image[14], x, y); return 0; case '/': PutImage(Font1Image[15], x, y); return 0; case '0': PutImage(Font2Image[0], x, y); return 0; case '1': PutImage(Font2Image[1], x, y); return 0; case '2': PutImage(Font2Image[2], x, y); return 0; case '3': PutImage(Font2Image[3], x, y); return 0; case '4': PutImage(Font2Image[4], x, y); return 0; case '5': PutImage(Font2Image[5], x, y); return 0; case '6': PutImage(Font2Image[6], x, y); return 0; case '7': PutImage(Font2Image[7], x, y); return 0; case '8': PutImage(Font2Image[8], x, y); return 0; case '9': PutImage(Font2Image[9], x, y); return 0; case ':': PutImage(Font2Image[10], x, y); return 0; case ';': PutImage(Font2Image[11], x, y); return 0; case '<': PutImage(Font2Image[12], x, y); return 0; case '=': PutImage(Font2Image[13], x, y); return 0; case '>': PutImage(Font2Image[14], x, y); return 0; case '?': PutImage(Font2Image[15], x, y); return 0; case '@': PutImage(Font3Image[0], x, y); return 0; case 'A': PutImage(Font3Image[1], x, y); return 0; case 'B': PutImage(Font3Image[2], x, y); return 0; case 'C': PutImage(Font3Image[3], x, y); return 0; case 'D': PutImage(Font3Image[4], x, y); return 0; case 'E': PutImage(Font3Image[5], x, y); return 0; case 'F': PutImage(Font3Image[6], x, y); return 0; case 'G': PutImage(Font3Image[7], x, y); return 0; case 'H': PutImage(Font3Image[8], x, y); return 0; case 'I': PutImage(Font3Image[9], x, y); return 0; case 'J': PutImage(Font3Image[10], x, y); return 0; case 'K': PutImage(Font3Image[11], x, y); return 0; case 'L': PutImage(Font3Image[12], x, y); return 0; case 'M': PutImage(Font3Image[13], x, y); return 0; case 'N': PutImage(Font3Image[14], x, y); return 0; case 'O': PutImage(Font3Image[15], x, y); return 0; case 'P': PutImage(Font4Image[0], x, y); return 0; case 'Q': PutImage(Font4Image[1], x, y); return 0; case 'R': PutImage(Font4Image[2], x, y); return 0; case 'S': PutImage(Font4Image[3], x, y); return 0; case 'T': PutImage(Font4Image[4], x, y); return 0; case 'U': PutImage(Font4Image[5], x, y); return 0; case 'V': PutImage(Font4Image[6], x, y); return 0; case 'W': PutImage(Font4Image[7], x, y); return 0; case 'X': PutImage(Font4Image[8], x, y); return 0; case 'Y': PutImage(Font4Image[9], x, y); return 0; case 'Z': PutImage(Font4Image[10], x, y); return 0; case '[': PutImage(Font4Image[11], x, y); return 0; case '\\': PutImage(Font4Image[12], x, y); return 0; case ']': PutImage(Font4Image[13], x, y); return 0; case '^': PutImage(Font4Image[14], x, y); return 0; case '_': PutImage(Font4Image[15], x, y); return 0; case '`': PutImage(Font5Image[0], x, y); return 0; case 'a': PutImage(Font5Image[1], x, y); return 0; case 'b': PutImage(Font5Image[2], x, y); return 0; case 'c': PutImage(Font5Image[3], x, y); return 0; case 'd': PutImage(Font5Image[4], x, y); return 0; case 'e': PutImage(Font5Image[5], x, y); return 0; case 'f': PutImage(Font5Image[6], x, y); return 0; case 'g': PutImage(Font5Image[7], x, y); return 0; case 'h': PutImage(Font5Image[8], x, y); return 0; case 'i': PutImage(Font5Image[9], x, y); return 0; case 'j': PutImage(Font5Image[10], x, y); return 0; case 'k': PutImage(Font5Image[11], x, y); return 0; case 'l': PutImage(Font5Image[12], x, y); return 0; case 'm': PutImage(Font5Image[13], x, y); return 0; case 'n': PutImage(Font5Image[14], x, y); return 0; case 'o': PutImage(Font5Image[15], x, y); return 0; case 'p': PutImage(Font6Image[0], x, y); return 0; case 'q': PutImage(Font6Image[1], x, y); return 0; case 'r': PutImage(Font6Image[2], x, y); return 0; case 's': PutImage(Font6Image[3], x, y); return 0; case 't': PutImage(Font6Image[4], x, y); return 0; case 'u': PutImage(Font6Image[5], x, y); return 0; case 'v': PutImage(Font6Image[6], x, y); return 0; case 'w': PutImage(Font6Image[7], x, y); return 0; case 'x': PutImage(Font6Image[8], x, y); return 0; case 'y': PutImage(Font6Image[9], x, y); return 0; case 'z': PutImage(Font6Image[10], x, y); return 0; case '{': PutImage(Font6Image[11], x, y); return 0; case '|': PutImage(Font6Image[12], x, y); return 0; case '}': PutImage(Font6Image[13], x, y); return 0; case '~': PutImage(Font6Image[14], x, y); return 0; default: fprintf(stderr, "draw_char: unknown char found (\\x%x), ignoring", c); return -1; } /* should not reach here */ return -2; } #ifdef HAVE_LIBSDL /* return 0 on success, 1 on error */ int sdl_draw_rect(int x_src, int y_src, int w, int h) { int x; int y; int status = 0; /* sanity check */ if (w <= 0) return 0; if (h <= 0) return 0; if (SDL_LockSurface(dpy) != 0) { fprintf(stderr, "DrawRec: cannot lock dpy (%s)\n" ,SDL_GetError()); return 1; } for (x = x_src; x <= x_src + w; x++) { if (sdl_draw_pixel(x, y_src) != 0) status = 1; if (sdl_draw_pixel(x, y_src + h) != 0) status = 1; } for (y = y_src; y <= y_src + h; y++) { if (sdl_draw_pixel(x_src, y) != 0) status = 1; if (sdl_draw_pixel(x_src + w, y) != 0) status = 1; } SDL_UnlockSurface(dpy); return status; } /* you must lock dpy before calling this function and unlock dpy * after calling it * return 0 on success, 1 on error */ static int sdl_draw_pixel(int x, int y) { int bpp = 0; Uint32 pixel; Uint8 *p = NULL; /* sanity check */ if ((x < 0) || (x >= FieldW + 20)) return 0; if ((y < 0) || (y >= FieldH + 20)) return 0; /* ugly hack leave window edges untouched */ if (manage != NULL) { if ((x < 10) || (x >= FieldW + 10)) return 0; if ((y < 10) || (y >= FieldH + 10)) return 0; } bpp = dpy->format->BytesPerPixel; pixel = SDL_MapRGB(dpy->format, 255, 255, 255); p = ((Uint8 *) dpy->pixels) + y * dpy->pitch + x * bpp; switch(bpp) { case 1: *p = pixel; break; case 2: *(Uint16 *)p = pixel; break; case 3: /* 2^8 = 256, 2^16 = 65536 */ if(SDL_BYTEORDER == SDL_BIG_ENDIAN) { p[0] = (pixel / 65536) & 0xff; p[1] = (pixel / 256) & 0xff; p[2] = pixel & 0xff; } else { p[0] = pixel & 0xff; p[1] = (pixel / 256) & 0xff; p[2] = (pixel / 65536) & 0xff; } break; case 4: *(Uint32 *)p = pixel; break; default: fprintf(stderr, "sdl_draw_pixel: unknown bpp (%d)\n", bpp); return 1; } return 0; } #endif /* HAVE_LIBSDL */ xsoldier-1.8/image.c0000644000175000017500000001700610276702755015264 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: image.c,v 1.16 2002/05/06 04:13:30 oohara Exp $ */ /* DEBUG is defined in config.h */ #include #include #include #ifdef HAVE_LIBSDL #include #include #else /* not HAVE_LIBSDL */ #include #include #endif /* not HAVE_LIBSDL */ #include "image.h" #include "xsoldier.h" #include "extern.h" #ifndef HAVE_LIBSDL static const char *XpmStatusToString(int status); static const char *XpmStatusToString(int status) { switch (status) { case XpmColorError: return "XpmColorError"; case XpmSuccess: return "XpmSuccess"; case XpmOpenFailed: return "XpmOpenFailed"; case XpmFileInvalid: return "XpmFileInvalid"; case XpmNoMemory: return "XpmNoMemory"; case XpmColorFailed: return "XpmColorFailed"; } return "Unknwon status"; } #endif /* not HAVE_LIBSDL */ void ReadFileToImage(const char *filename, Image **img) { #ifdef HAVE_LIBSDL SDL_Surface *temp; temp = IMG_Load(filename); if (temp == NULL) { fprintf(stderr, "ReadFileToImage: IMG_Load(%s) failed (%s)\n", filename, SDL_GetError()); exit(1); } *img = temp; #else /* not HAVE_LIBSDL */ XpmAttributes att; const char *FuncName = "ReadFileToImage"; int status; /* *img = (Image *)malloc(sizeof(Image)); */ att.valuemask = XpmColormap; att.x_hotspot = 0U; att.y_hotspot = 0U; att.depth = 8U; att.colormap = cmap; /* I don't know why arg 3 of XpmReadFileToPixmap is not const */ status = XpmReadFileToPixmap(dpy, WorkPixmap, (char *) filename, &((*img)->pixmap), &((*img)->mask), &att); if (status != XpmSuccess) { fprintf(stderr, "%s: [file error] can not read %s (%s)\n", FuncName, filename, XpmStatusToString(status)); fflush(stderr); exit(1); } #ifdef DEBUG /* FIXME */ if ((*img)->mask == None) fprintf(stderr, "%s: [format error] %s don't use None color\n", FuncName, filename); #endif (*img)->width = att.width; (*img)->height = att.height; if (((*img)->mask) != None) (*img)->maskgc = XCreateGC(dpy,(*img)->mask,0,0); else fprintf(stderr, "%s: [pixmap error] clip_mask is None!\n", FuncName); XpmFreeAttributes(&att); #endif /* not HAVE_LIBSDL */ return; } void SplitImage(Image *img, Image ***imgs, int nsplit) { int width = 0; int height = 0; int i; #ifdef DEBUG const char *FuncName = "SplitImage"; #endif #ifdef HAVE_LIBSDL SDL_Rect temp; SDL_Rect temp_dest; #endif /* HAVE_LIBSDL */ #ifdef HAVE_LIBSDL width = img->w; height = img->h / nsplit; #ifdef DEBUG if ((img->h) % nsplit != 0) { fprintf(stderr, "%s: [warning] img->height (%d)/nsplit (%d) isn't just!\n", FuncName, img->h, nsplit); fflush(stderr); } #endif /* DEBUG */ (*imgs) = (Image **)malloc(sizeof(Image*)*nsplit); if (imgs == NULL) { perror("SplitImage: malloc failed"); exit(1); } for (i=0; iformat->BitsPerPixel, dpy->format->Rmask, dpy->format->Gmask, dpy->format->Bmask, dpy->format->Amask); if ((*imgs)[i] == NULL) { fprintf(stderr, "SplitImage: SDL_CreateRGBSurface failed (%s)\n", SDL_GetError()); exit(1); } if (dpy->format->BitsPerPixel == 8) SDL_SetPalette((*imgs)[i], SDL_LOGPAL|SDL_PHYSPAL, dpy->format->palette->colors, 0, dpy->format->palette->ncolors); } /* clear the window with white for debug display */ /* SDL_FillRect(dpy, NULL, SDL_MapRGB(dpy->format, 255, 255, 255)); */ for (i=0; iformat, 0, 0, 0)) != 0) { fprintf(stderr, "SplitImage: SDL_SetColorKey failed (%s)\n", SDL_GetError()); exit(1); } /* debug display */ /* temp_dest.x = 50 + width * i; temp_dest.y = 100; SDL_BlitSurface((*imgs)[i], NULL, dpy, &temp_dest); SDL_Flip(dpy); */ } #else /* not HAVE_LIBSDL */ GC gc8, gc1; width = img->width; height = (img->height) / nsplit; #ifdef DEBUG if ((img->height) % nsplit != 0) { fprintf(stderr, "%s: [warning] img->height (%d)/nsplit (%d) isn't just!\n", FuncName, img->height, nsplit); fflush(stderr); } #endif gc8 = XCreateGC(dpy,img->pixmap, 0L,NULL); gc1 = XCreateGC(dpy,img->mask, 0L,NULL); XSetGraphicsExposures(dpy, gc8, False); XSetGraphicsExposures(dpy, gc1, False); (*imgs) = (Image **)malloc(sizeof(Image*)*nsplit); for (i=0; ipixmap = XCreatePixmap(dpy,RootWindow(dpy,0),width,height,DefaultDepth(dpy,0)); XCopyArea(dpy,img->pixmap,(*imgs)[i]->pixmap,gc8,x,y,width,height,0,0); (*imgs)[i]->mask = XCreatePixmap(dpy,RootWindow(dpy,0),width,height,1); XCopyArea(dpy,img->mask, (*imgs)[i]->mask,gc1,x,y,width,height,0,0); (*imgs)[i]->maskgc = XCreateGC(dpy,WorkPixmap,0,0); XSetClipMask(dpy,(*imgs)[i]->maskgc,(*imgs)[i]->mask); (*imgs)[i]->width = width; (*imgs)[i]->height = height; } XFreeGC(dpy,gc8); XFreeGC(dpy,gc1); XFlush(dpy); #endif /* not HAVE_LIBSDL */ return; } void PutImage(Image *img, int x, int y) { #ifdef HAVE_LIBSDL SDL_Rect temp; /* use double-standard here to keep the 10 pixel boundary */ temp.x = x + 10; temp.y = y + 10; temp.w = img->w; temp.h = img->h; if (SDL_BlitSurface(img, NULL, dpy, &temp) != 0) { fprintf(stderr, "SplitImage: SDL_BlitSurface failed (%s)\n", SDL_GetError()); } #else /* not HAVE_LIBSDL */ XSetClipOrigin(dpy,img->maskgc,x,y); XCopyArea(dpy,img->pixmap,WorkPixmap,img->maskgc,0,0,img->width,img->height,x,y); #endif /* not HAVE_LIBSDL */ } void FreeImage(Image *img) { #ifdef HAVE_LIBSDL SDL_FreeSurface(img); #else /* not HAVE_LIBSDL */ XFreePixmap(dpy, img->pixmap); XFreePixmap(dpy, img->mask); XFreeGC(dpy, img->maskgc); free(img); #endif /* not HAVE_LIBSDL */ return; } void FreeImages(Image **imgs, int nimg) { while (nimg) FreeImage(imgs[--nimg]); free(imgs); return; } Image **ImageInit(const char *filename, int split) { Image *Digit; Image **Digits; /* if we are using SDL, we don't need to malloc here because IMG_Load * do it for us */ #ifndef HAVE_LIBSDL Digit = (Image *)malloc(sizeof(Image)); #endif /* not HAVE_LIBSDL */ ReadFileToImage(filename,&Digit); SplitImage(Digit,&Digits,split); FreeImage(Digit); return Digits; } xsoldier-1.8/input.c0000644000175000017500000001703610502740773015336 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: input.c,v 1.17 2006/09/16 09:20:59 oohara Exp $ */ #include #ifdef HAVE_LIBSDL #include #else /* HAVE_LIBSDL */ #include #endif /* HAVE_LIBSDL */ /* #include */ #include "image.h" #include "xsoldier.h" #include "extern.h" #include "graphic.h" #include "input.h" #include "key.h" #include "manage.h" #ifdef JSTK #include "joystick.h" #endif /* JSTK */ static void SetKeyMask(KeySym key); static void UnsetKeyMask(KeySym key); int input_init(void) { keymask = 0; #ifdef JSTK /* initialize joystick */ initJS(); #endif /* JSTK */ #ifdef HAVE_LIBSDL upKey = SDL_GetKeyName(SDLK_UP); downKey = SDL_GetKeyName(SDLK_DOWN); leftKey = SDL_GetKeyName(SDLK_LEFT); rightKey = SDL_GetKeyName(SDLK_RIGHT); shotKey = SDL_GetKeyName(SDLK_LSHIFT); spdupKey = SDL_GetKeyName(SDLK_a); spdwnKey = SDL_GetKeyName(SDLK_s); pauseKey = SDL_GetKeyName(SDLK_p); quitKey = SDL_GetKeyName(SDLK_q); #ifdef DEBUG weaponchangeKey = SDL_GetKeyName(SDLK_w); clearenemyshotKey = SDL_GetKeyName(SDLK_c); #endif /* DEBUG */ #else /* not HAVE_LIBSDL */ upKey = XKeysymToString(UpKey); downKey = XKeysymToString(DownKey); leftKey = XKeysymToString(LeftKey); rightKey = XKeysymToString(RightKey); shotKey = XKeysymToString(ShotKey); spdupKey = XKeysymToString(SpeedUPKey); spdwnKey = XKeysymToString(SpeedDOWNKey); pauseKey = XKeysymToString(PauseKey); quitKey = XKeysymToString(QuitKey); #ifdef DEBUG weaponchangeKey = XKeysymToString(WeaponChangeKey); clearenemyshotKey = XKeysymToString(ClearEnemyShotKey); #endif /* DEBUG */ #endif /* not HAVE_LIBSDL */ return 0; } /* return 0 if the game is over, 1 if not */ int event_handle(void) { #ifdef HAVE_LIBSDL while (SDL_PollEvent(&event) > 0) { if (event.type == SDL_QUIT) { manage->program_should_quit = True; return 0; } else if (event.type == SDL_VIDEOEXPOSE) { redraw_window(); } else if (event.type == SDL_ACTIVEEVENT) { if (event.active.gain == 1) /* the mouse cursor entered the window */ ; else { if (manage->player[0]->Data.used==False && player->Ships==0) return 0; else { keymask = 0; keymask |= Pause; } } } else if (event.type == SDL_KEYDOWN) { if (manage->player[0]->Data.used==False && player->Ships==0) /* key press after the game is over */ return 0; else SetKeyMask(event.key.keysym.sym); if (keymask&Quit) return 0; } else if (event.type == SDL_KEYUP) UnsetKeyMask(event.key.keysym.sym); } #else /* not HAVE_LIBSDL */ while(XPending(dpy)) { XNextEvent(dpy,&event); switch(event.type) { case Expose: if (event.xexpose.count == 0) XCopyArea(dpy,WorkPixmap,win,BackGC,0,0,FieldW,FieldH,0,0); break; case EnterNotify: XAutoRepeatOff(dpy); break; case LeaveNotify: XAutoRepeatOn(dpy); if (manage->player[0]->Data.used==False && player->Ships==0) return 0; else { keymask = 0; keymask |= Pause; } break; case KeyPress: if (manage->player[0]->Data.used==False && player->Ships==0) /* key press after the game is over */ return 0; else SetKeyMask(XLookupKeysym(&(event.xkey),0)); if (keymask&Quit) return 0; break; case KeyRelease: UnsetKeyMask(XLookupKeysym(&(event.xkey),0)); break; } } #endif /* not HAVE_LIBSDL */ #ifdef JSTK readJS(); if ((manage->player[0]->Data.used==False && player->Ships==0) && (joymask&Shot || joymask&SpeedUP)) /* key press after the game is over */ return 0; #endif return 1; } /* return * 1 if the game starts * -1 if the program quits * 0 otherwise */ int event_handle_opening(void) { #ifdef HAVE_LIBSDL while (SDL_PollEvent(&event) > 0) { if (event.type == SDL_QUIT) { manage->program_should_quit = True; return -1; } else if (event.type == SDL_VIDEOEXPOSE) { ; } else if (event.type == SDL_ACTIVEEVENT) { if (event.active.gain == 1) /* the mouse cursor entered the window */ ; else ; } else if (event.type == SDL_KEYDOWN) { if (event.key.keysym.sym == SDLK_SPACE) return 1; if (event.key.keysym.sym == SDLK_q) return -1; } } #else /* not HAVE_LIBSDL */ while(XPending(dpy)) { XNextEvent(dpy,&event); switch(event.type) { case Expose: break; case EnterNotify: XAutoRepeatOff(dpy); break; case LeaveNotify: XAutoRepeatOn(dpy); break; case KeyPress: if (XLookupKeysym(&(event.xkey),0) == XK_space) { return 1; } if (XLookupKeysym(&(event.xkey),0) == QuitKey) { return -1; } break; } } #endif /* not HAVE_LIBSDL */ #ifdef JSTK readJS(); if ((joymask&Shot) || (joymask&SpeedUP)) { return 1; } #endif return 0; } /* return 0 if the ending is over, 1 if not */ int event_handle_ending(void) { #ifdef HAVE_LIBSDL while (SDL_PollEvent(&event) > 0) { if (event.type == SDL_QUIT) { manage->program_should_quit = True; return 0; } else if (event.type == SDL_VIDEOEXPOSE) { ; } else if (event.type == SDL_ACTIVEEVENT) { if (event.active.gain == 1) /* the mouse cursor entered the window */ ; else ; } else if (event.type == SDL_KEYDOWN) { if (event.key.keysym.sym == SDLK_SPACE) return 0; } } #else /* not HAVE_LIBSDL */ while(XPending(dpy)) { XNextEvent(dpy,&event); switch(event.type) { case EnterNotify: XAutoRepeatOff(dpy); break; case LeaveNotify: XAutoRepeatOn(dpy); break; case KeyPress: if (XLookupKeysym(&(event.xkey),0) == XK_space) { return 0; } } } #endif /* not HAVE_LIBSDL */ #ifdef JSTK readJS(); if ((joymask&Shot) || (joymask&SpeedUP)) { return 0; } #endif return 1; } static void SetKeyMask(KeySym key) { if (key == UpKey) keymask |= Up; else if (key == DownKey) keymask |= Down; else if (key == LeftKey) keymask |= Left; else if (key == RightKey) keymask |= Right; else if (key == ShotKey) keymask |= Shot; else if (key == SpeedUPKey) keymask |= SpeedUP; else if (key == SpeedDOWNKey) keymask |= SpeedDOWN; else if (key == PauseKey) /* toggle */ keymask ^= Pause; else if (key == QuitKey) keymask |= Quit; #ifdef DEBUG else if (key == XK_w) { if (manage->player[0]->Data.Cnt[5] == 3) manage->player[0]->Data.Cnt[5] = 0; manage->player[0]->Data.Cnt[5]++; } else if (key == XK_c) ClearEnemyShotManage(manage); #endif } static void UnsetKeyMask(KeySym key) { if (key == UpKey) keymask &= ~Up; else if (key == DownKey) keymask &= ~Down; else if (key == LeftKey) keymask &= ~Left; else if (key == RightKey) keymask &= ~Right; else if (key == ShotKey) keymask &= ~Shot; else if (key == SpeedUPKey) keymask &= ~SpeedUP; else if (key == SpeedDOWNKey) keymask &= ~SpeedDOWN; else if (key == QuitKey) keymask &= ~Quit; } xsoldier-1.8/joystick.c0000644000175000017500000000377411620512342016031 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: joystick.c,v 1.6 2011/08/10 14:25:38 oohara Exp $ */ #include #ifdef JSTK /* read */ #include /* exit */ #include #include #include #include #include /*** SystemV ioctl() ***/ #include #include #include "image.h" #include "xsoldier.h" #include "key.h" #include "extern.h" #endif /* JSTK */ #include "joystick.h" #ifdef JSTK static int fd; #endif /* JSTK */ void initJS(void) { #ifdef JSTK long tmpl; if ((fd=open("/dev/js0",O_RDONLY)) == -1) { perror("/dev/js0"); if ((fd=open("/dev/js1",O_RDONLY)) == -1) { perror("/dev/js1"); exit(1); } } tmpl = 1; if ((ioctl(fd,JS_SET_TIMELIMIT,&tmpl)) == -1) { perror ("js_set"); exit (1); } #endif /* JSTK */ } void readJS(void) { #ifdef JSTK static struct JS_DATA_TYPE js; static int scrsv = 0; /* if the button 2 was pressed? */ static int psd2btn = False; if (scrsv > 200) { #ifndef HAVE_LIBSDL XResetScreenSaver(dpy); #endif /* not HAVE_LIBSDL */ scrsv = 0; } else scrsv++; joymask = 0; if ((read(fd,&js,JS_RETURN)) == JS_RETURN) { if (js.buttons & 1) joymask |= Shot; if (js.buttons & 2) { if (psd2btn == False) { joymask |= SpeedUP; psd2btn = True; } } else psd2btn = False; /* you have to release the button 2 to change the speed again */ /* applied fix available at * http://www.surfline.ne.jp/hachi/xsoldier.html */ if (js.x < 100) joymask |= Left; if (js.x > 150) joymask |= Right; /* Was 1000 */ if (js.y < 100) joymask |= Up; if (js.y > 150) joymask |= Down; /* Was 1000 */ } #endif /* JSTK */ } xsoldier-1.8/main.c0000644000175000017500000002520710502740766015124 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: main.c,v 1.31 2006/09/16 09:20:54 oohara Exp $ */ /* DEBUG and JSTK are defined in config.h */ #include /* time */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include "xsoldier.h" #include "manage.h" #include "opening.h" #include "game.h" #include "ending.h" #include "player.h" /* DeleteAllStar */ #include "star.h" #include "score.h" #include "wait.h" #include "graphic.h" #include "input.h" /* define all "extern" here */ #define EXTERN_DEF #include "extern.h" /* local functions */ static void arginit(int argc, char *argv[]); static void usage(void); static void init(void); static void clean(void); static void sig_handle(int arg); /* file-global variables */ static char command[32]; static int scoreOK = True; static int putscore = False; static int w_time = -1; static int maxlevel_temp = False; static int start_stage = 1; static int start_loop = 1; static int start_ship = 5; static int maxpower_temp = False; static int nopausemessage_temp = False; int main(int argc, char *argv[]) { display[0] = '\0'; manage = NULL; arginit(argc,argv); player = NewPlayerData(); if (putscore == True) { int i; printf(" --- top 10 soldiers ---\n"); printf("Name Stage Score\n"); for (i=1; i<=10; i++) printf("%-20.20s %2d-%2d %8d\n", player->Rec[i].name, player->Rec[i].loop,player->Rec[i].stage, player->Rec[i].score); exit(0); } if (scoreOK == False) fprintf(stderr,"caution: no ranking mode!\n"); init(); manage = NewManage(256,256); if (maxlevel_temp == True) manage->flag_maxlevel = True; if (maxpower_temp == True) manage->start_power = 30; else manage->start_power = 0; if (nopausemessage_temp == True) manage->flag_nopausemessage = True; #ifndef HAVE_LIBSDL XMapWindow(dpy,win); XMapWindow(dpy,root); XFlush(dpy); #endif /* not HAVE_LIBSDL */ while (!(manage->program_should_quit)) { keymask = 0; player->Rec[0].score = 0; player->Ships = start_ship; player->Next = FIRST1UP; manage->Loop = start_loop; manage->Stage = start_stage; if (Opening() == -1) break; while (1) { keymask = 0; ResetManage(manage); if (mainLoop() == 0) /* game over */ break; Ending(); manage->Loop++; manage->Stage = 1; if (manage->Loop >3) break; } if (scoreOK == True) { if (MergeHiscore(player) > 0) WriteHiscore(player); } } DeleteManage(manage); free(player); clean(); return 0; } static void arginit(int argc, char *argv[]) { char *argv0; int i; int a; #ifdef DEBUG int b; #endif /* DEBUG */ if ((argv0=strrchr(argv[0],'/')) != NULL) argv0++; else argv0 = argv[0]; /* copy command name */ strncpy(command,argv0, sizeof(command)-1); for (i=1; i= 1)) { w_time = a; if (w_time > WAIT) scoreOK = False; i++; } else { fprintf(stderr, "wait (arg %d) must be a positive integer.\n", i + 1); exit(1); } } else { fprintf(stderr, "no wait specified for -wait (arg %d)\n", i); exit(1); } } else if ((strcmp(argv[i],"-cmap")==0) || (strcmp(argv[i],"-c")==0)) { /* ignore */ ; } else if ((strcmp(argv[i],"-score")==0) || (strcmp(argv[i],"-s")==0)) putscore = True; else if ((strcmp(argv[i],"-help")==0) || (strcmp(argv[i],"-h")==0)) usage(); else if (strcmp(argv[i],"-maxlevel")==0) maxlevel_temp = True; else if (strcmp(argv[i],"-nopausemessage")==0) nopausemessage_temp = True; #ifdef DEBUG else if (strcmp(argv[i],"-stage") == 0) { if (i + 1 < argc) { if (sscanf(argv[i+1], "%d-%d", &a, &b) == 2) { if ((a < 1) || (a > 3)) { fprintf(stderr, "the loop number (arg %d) must be between " "1 and 3\n", i + 1); exit(1); } else if ((b < 1) || (b > 8)) { fprintf(stderr, "the stage number (arg %d) must be between " "1 and 8\n", i + 1); exit(1); } else { scoreOK = False; start_loop = a; start_stage = b; i++; } } else if (sscanf(argv[i+1], "%d", &b) == 1) { if ((b >= 1) && (b <= 8)) { scoreOK = False; start_stage = b; i++; } else { fprintf(stderr, "the stage number (arg %d) must be between " "1 and 8\n", i + 1); exit(1); } } else { fprintf(stderr, "strange stage number (arg %d) for -stage\n", i + 1); exit(1); } } else { fprintf(stderr, "missing stage number for -stage (arg %d)\n", i); exit(1); } } else if (strcmp(argv[i],"-loop") == 0) { if (i + 1 < argc) { if (sscanf(argv[i+1], "%d", &a) == 1) { if ((a >= 1) && (a <= 3)) { scoreOK = False; start_loop = a; i++; } else { fprintf(stderr, "loop number (arg %d) must be between " "1 and 3\n", i + 1); exit(1); } } else { fprintf(stderr, "strange loop number (arg %d) for -loop\n", i + 1); exit(1); } } else { fprintf(stderr, "missing loop number for -loop (arg %d)\n", i); exit(1); } } else if (strcmp(argv[i],"-ship") == 0) { if (i + 1 < argc) { if (sscanf(argv[i+1], "%d", &a) == 1) { if ((a >= 0) && (a <= 99)) { scoreOK = False; start_ship = a; i++; } else { fprintf(stderr, "ship number (arg %d) must be between " "0 and 99\n", i + 1); exit(1); } } else { fprintf(stderr, "strange ship number (arg %d) for -ship\n", i + 1); exit(1); } } else { fprintf(stderr, "missing ship number for -ship (arg %d)\n", i); exit(1); } } else if (strcmp(argv[i],"-maxpower")==0) { scoreOK = False; maxpower_temp = True; } #endif /* DEBUG */ else { fprintf(stderr, "strange option (arg %d)\n", i); exit(1); } } } static void usage(void) { fprintf(stderr,"Usage: %s [-display ] [-wait ] [-score] [-help] [-maxlevel]",command); #ifdef DEBUG fprintf(stderr, "[-stage ] [-stage ] [-loop ] [-ship ] [maxpower]"); #endif /* DEBUG*/ fprintf(stderr, "\n"); fprintf(stderr,"\t display ... name of the X server to play game.\n"); fprintf(stderr,"\t wait ... set wait time. (no ranking) \n",WAIT); fprintf(stderr,"\t score ... print top 10 soldiers.\n"); fprintf(stderr,"\t help ... this message.\n"); fprintf(stderr,"\t maxlevel ... force max level enemy attack.\n"); #ifdef DEBUG fprintf(stderr,"debug-only options\n"); fprintf(stderr,"\t stage ... start stage S [1-8] of loop L [1-3]. (no ranking)\n"); fprintf(stderr,"\t stage ... start stage S [1-8]. (no ranking)\n"); fprintf(stderr,"\t loop ... start loop L [1-3]. (no ranking)\n"); fprintf(stderr,"\t ship ... start with n [0-99] ships. (no ranking)\n"); fprintf(stderr,"\t maxpower ... start with max power. (no ranking)\n"); #endif /* DEBUG */ exit(0); } static void init(void) { struct itimerval value, ovalue; struct sigaction sig_act; /* set wait */ signal_delivered = 1; if (w_time < 0) waittime = WAIT; else waittime = w_time; memset(&sig_act, 0, sizeof(sig_act)); sig_act.sa_handler = sig_handle; sigaction(SIGALRM, &sig_act, 0); value.it_interval.tv_sec = 0; value.it_interval.tv_usec = waittime; value.it_value.tv_sec = 0; value.it_value.tv_usec = waittime; setitimer(ITIMER_REAL, &value, &ovalue); FieldW = 500; FieldH = 650; /* you must call graphic_init() first because it calls SDL_Init */ graphic_init(); input_init(); srand((unsigned)time(NULL)); } static void clean(void) { graphic_finish(); } static void sig_handle(int arg) { signal_delivered = 1; } xsoldier-1.8/manage.c0000644000175000017500000002672510502740777015440 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: manage.c,v 1.14 2006/09/16 09:21:03 oohara Exp $ */ #include /* getuid */ #include /* strncpy */ #include /* isprint */ #include #include #include #include /* #include #include */ #include #include #include "image.h" #include "xsoldier.h" #include "manage.h" #include "common.h" #include "callback.h" #include "score.h" #include "extern.h" #include "enemyshot.h" CharManage *NewManage(int playerMax, int enemyMax) { CharManage *New; int i; New = (CharManage *)malloc(sizeof(CharManage)); New->player = (CharObj **)malloc(sizeof(CharObj *) * playerMax); New->enemy = (CharObj **)malloc(sizeof(CharObj *) * enemyMax); New->PlayerMax = playerMax; New->PlayerNum = 0; New->EnemyMax = enemyMax; New->EnemyNum = 0; New->Level = 0; New->Stage = 1; New->Loop = 1; New->Appear = 0; New->StageEnemy = 0; New->StageShotDown = 0; New->ZakoApp = True; New->BossApp = False; New->BossKill = False; New->BossTime = 3000; New->flag_maxlevel = False; New->flag_nopausemessage = False; New->program_should_quit = False; for (i=0; iPlayerMax; i++) { New->player[i] = (CharObj *)malloc(sizeof(CharObj)); New->player[i]->Data.used = False; New->player[i]->Action = NullAct; New->player[i]->Realize = NullReal; New->player[i]->Hit = NullHit; } for (i=0; iEnemyMax; i++) { New->enemy[i] = (CharObj *)malloc(sizeof(CharObj)); New->enemy[i]->Data.used = False; New->enemy[i]->Action = NullAct; New->enemy[i]->Realize = NullReal; New->enemy[i]->Hit = NullHit; } /* frequently used objects */ /* enemy shot */ New->EnemyShot.Data.used = True; New->EnemyShot.Data.kill = False; New->EnemyShot.Data.hitAtt = MEShot; New->EnemyShot.Data.hitMask = MPlayer; New->EnemyShot.Data.EnemyAtt = NullDel; New->EnemyShot.Data.Width = 8; New->EnemyShot.Data.Height = 8; New->EnemyShot.Data.HarfW = New->EnemyShot.Data.Width/2; New->EnemyShot.Data.HarfH = New->EnemyShot.Data.Height/2; New->EnemyShot.Data.image = 0; New->EnemyShot.Data.Cnt[4] = 0; /* image counter */ New->EnemyShot.Grp.image = EShotImage; #ifdef HAVE_LIBSDL New->EnemyShot.Grp.Width = New->EnemyShot.Grp.image[0]->w; New->EnemyShot.Grp.Height = New->EnemyShot.Grp.image[0]->h; #else /* not HAVE_LIBSDL */ New->EnemyShot.Grp.Width = New->EnemyShot.Grp.image[0]->width; New->EnemyShot.Grp.Height = New->EnemyShot.Grp.image[0]->height; #endif /* not HAVE_LIBSDL */ New->EnemyShot.Grp.HarfW = New->EnemyShot.Grp.Width/2; New->EnemyShot.Grp.HarfH = New->EnemyShot.Grp.Height/2; /* small explosion */ New->Bomb.Data.used = True; New->Bomb.Data.kill = False; New->Bomb.Data.hitAtt = 0; New->Bomb.Data.hitMask = 0; New->Bomb.Data.Width = 0; New->Bomb.Data.Height = 0; New->Bomb.Data.HarfW = New->Bomb.Data.Width/2; New->Bomb.Data.HarfH = New->Bomb.Data.Height/2; New->Bomb.Data.image = 0; New->Bomb.Data.Cnt[0] = 0; New->Bomb.Grp.image = BombImage; #ifdef HAVE_LIBSDL New->Bomb.Grp.Width = New->Bomb.Grp.image[0]->w; New->Bomb.Grp.Height = New->Bomb.Grp.image[0]->h; #else /* not HAVE_LIBSDL */ New->Bomb.Grp.Width = New->Bomb.Grp.image[0]->width; New->Bomb.Grp.Height = New->Bomb.Grp.image[0]->height; #endif /* not HAVE_LIBSDL */ New->Bomb.Grp.HarfW = New->Bomb.Grp.Width/2; New->Bomb.Grp.HarfH = New->Bomb.Grp.Height/2; /* large explosion */ New->LargeBomb.Data.used = True; New->LargeBomb.Data.kill = False; New->LargeBomb.Data.hitAtt = 0; New->LargeBomb.Data.hitMask = 0; New->LargeBomb.Data.Width = 0; New->LargeBomb.Data.Height = 0; New->LargeBomb.Data.HarfW = New->LargeBomb.Data.Width/2; New->LargeBomb.Data.HarfH = New->LargeBomb.Data.Height/2; New->LargeBomb.Data.image = 0; New->LargeBomb.Data.Cnt[0] = 0; New->LargeBomb.Grp.image = LargeBombImage; #ifdef HAVE_LIBSDL New->LargeBomb.Grp.Width = New->LargeBomb.Grp.image[0]->w; New->LargeBomb.Grp.Height = New->LargeBomb.Grp.image[0]->h; #else /* not HAVE_LIBSDL */ New->LargeBomb.Grp.Width = New->LargeBomb.Grp.image[0]->width; New->LargeBomb.Grp.Height = New->LargeBomb.Grp.image[0]->height; #endif /* not HAVE_LIBSDL */ New->LargeBomb.Grp.HarfW = New->LargeBomb.Grp.Width/2; New->LargeBomb.Grp.HarfH = New->LargeBomb.Grp.Height/2; return New; } /* initialize manage at the beginning of stage */ void ClearManage(CharManage *manage_temp) { int i; if (manage->Stage > MaxStage) /* slower if you cleared the last stage */ manage->Appear = - 100; else manage->Appear = - 50; manage->ZakoApp = True; manage->BossApp = False; manage->BossKill = False; manage->showShootDown = 1; manage->StageEnemy = 0; manage->StageShotDown = 0; /* you should not reset manage->BossTime here because it will be used * to display the shoot down bonus */ for (i=0; iEnemyMax; i++) { if (manage->enemy[i]->Data.used == True) { NewLargeBomb(manage->enemy[i]->Data.X,manage->enemy[i]->Data.Y); DelObj(manage->enemy[i]); } } } /* initialize manage at the beginning of game */ void ResetManage(CharManage *manage_temp) { int i; manage->Level = 10; if (manage->Level > MaxLevel) manage->Level = MaxLevel; if (manage->Level < 0) manage->Level = 0; if (manage->flag_maxlevel == True) manage->Level = MaxLevel; manage->Appear = - 50; manage->ZakoApp = True; manage->BossApp = False; manage->BossKill = False; manage->StageEnemy = 0; manage->StageShotDown = 0; manage->BossTime = 3000; manage->showShootDown = 0; for (i=0; iPlayerMax; i++) { if (manage->player[i]->Data.used == True) DelObj(manage->player[i]); } for (i=0; iEnemyMax; i++) { if (manage->enemy[i]->Data.used == True) DelObj(manage->enemy[i]); } for (i=0; iPlayerMax; i++) manage->player[i]->Data.used = False; for (i=0; iEnemyMax; i++) manage->enemy[i]->Data.used = False; manage->PlayerNum = 0; manage->EnemyNum = 0; } void DeleteManage(CharManage *Del) { int i; for (i=0; iPlayerMax; i++) free(Del->player[i]); for (i=0; iEnemyMax; i++) free(Del->enemy[i]); free(Del->player); free(Del->enemy); free(Del); #ifdef DEBUG fprintf(stderr,"DeleteManage: clean up\n"); #endif } int NewObj(int mask, DelAtt (*action)(ObjData *my), DelAtt (*hit)(ObjData *my, ObjData *your), void (*realize)(ObjData *my, GrpData *grp)) { int i; if (mask & (MPlayer|MPShot)) { if (manage->PlayerNum >= manage->PlayerMax) /* no more room for an object */ return -1; for (i=1; iPlayerMax; i++) { if (manage->player[i]->Data.used == False) { manage->player[i]->Data = manage->New.Data; manage->player[i]->Grp = manage->New.Grp; manage->player[i]->Action = action; manage->player[i]->Realize = realize; manage->player[i]->Hit = hit; manage->player[i]->Data.used = True; manage->player[i]->Data.kill = False; manage->player[i]->Data.HarfW = manage->player[i]->Data.Width / 2; manage->player[i]->Data.HarfH = manage->player[i]->Data.Height / 2; manage->player[i]->Data.image = 0; #ifdef HAVE_LIBSDL manage->player[i]->Grp.Width = manage->player[i]->Grp.image[0]->w; manage->player[i]->Grp.Height = manage->player[i]->Grp.image[0]->h; #else /* not HAVE_LIBSDL */ manage->player[i]->Grp.Width = manage->player[i]->Grp.image[0]->width; manage->player[i]->Grp.Height = manage->player[i]->Grp.image[0]->height; #endif /* not HAVE_LIBSDL */ manage->player[i]->Grp.HarfW = manage->player[i]->Grp.Width /2; manage->player[i]->Grp.HarfH = manage->player[i]->Grp.Height /2; manage->player[i]->Data.notShootingTime = 5; manage->PlayerNum++; return i; } } } else { if (manage->EnemyNum >= manage->EnemyMax) /* no more room for an object */ return -1; /* 0 is reserved for end-of-stage boss */ if (manage->New.Data.EnemyAtt == BossDel) i = 0; else i = 1; for ( ; iEnemyMax; i++) { if (manage->enemy[i]->Data.used == False) { manage->enemy[i]->Data = manage->New.Data; manage->enemy[i]->Grp = manage->New.Grp; manage->enemy[i]->Action = action; manage->enemy[i]->Realize = realize; manage->enemy[i]->Hit = hit; manage->enemy[i]->Data.used = True; manage->enemy[i]->Data.kill = False; manage->enemy[i]->Data.HarfW = manage->enemy[i]->Data.Width / 2; manage->enemy[i]->Data.HarfH = manage->enemy[i]->Data.Height / 2; manage->enemy[i]->Data.startTime = manage->Level; manage->enemy[i]->Data.shotTime = (ShotTiming + manage->Level) / 2; manage->enemy[i]->Data.image = 0; #ifdef HAVE_LIBSDL manage->enemy[i]->Grp.Width = manage->enemy[i]->Grp.image[0]->w; manage->enemy[i]->Grp.Height = manage->enemy[i]->Grp.image[0]->h; #else /* not HAVE_LIBSDL */ manage->enemy[i]->Grp.Width = manage->enemy[i]->Grp.image[0]->width; manage->enemy[i]->Grp.Height = manage->enemy[i]->Grp.image[0]->height; #endif /* not HAVE_LIBSDL */ manage->enemy[i]->Grp.HarfW = manage->enemy[i]->Grp.Width / 2; manage->enemy[i]->Grp.HarfH = manage->enemy[i]->Grp.Height / 2; manage->enemy[i]->Data.showDamegeTime = 0; manage->EnemyNum++; return i; } } } /* should not reach here */ return -1; } void DelObj(CharObj *del) { if (del->Data.used == True) { del->Data.used = False; if (del->Data.hitAtt & (MPlayer|MPShot)) manage->PlayerNum--; else manage->EnemyNum--; } } PlayerData *NewPlayerData(void) { PlayerData *New; struct passwd *pw; char name[16]; int i; /* we don't free() the memory allocated by getpwuid() because * it is allocated statically */ if ((pw=getpwuid(getuid())) == NULL) snprintf(name, sizeof(name) - 1, "%d",getuid()); else { strncpy(name,pw->pw_name,sizeof(name)); name[sizeof(name)-1]= '\0'; /* check if the player name consists of only printable chars */ for (i = 0; (i <= sizeof(name) - 1) && (name[i] != '\0'); i++) if (!isprint(name[i])) { fprintf(stderr, "warning: non-printable char found in your name, " "char %d (\\x%x), replacing it with ?\n", i, name[i]); name[i] = '?'; } } New = (PlayerData *)malloc(sizeof(PlayerData)); sprintf(New->Rec[0].name,name); New->Rec[0].score = 0; New->Rec[0].stage = 0; New->Rec[0].loop = 0; ReadHiscore(New); return New; } /* clear all enemy shots */ void ClearEnemyShotManage(CharManage *manage_temp) { int i; for (i=0; iEnemyMax; i++) { if (manage->enemy[i]->Data.used == True) if ((manage->enemy[i]->Action == EnemyShotAct) || (manage->enemy[i]->Action == HomingAct) || (manage->enemy[i]->Action == EnemyLaserAct) || (manage->enemy[i]->Action == BoundShotAct)) { /* small is beautiful */ NewBomb(manage->enemy[i]->Data.X,manage->enemy[i]->Data.Y); DelObj(manage->enemy[i]); } } } xsoldier-1.8/opening.c0000644000175000017500000001103610276702760015632 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: opening.c,v 1.10 2002/04/29 03:42:28 oohara Exp $ */ /* JSTK is defined in config.h */ #include /* pause */ #include /* strlen */ #include #include /* #include #include #include */ #include "image.h" #include "xsoldier.h" #include "extern.h" #include "key.h" #include "star.h" #include "version.h" #include "graphic.h" #include "input.h" #include "opening.h" int Opening(void) { Image **Title; int count = 0; int status; ChangeStarParameter(StarPtn1,5); ChangeStarParameter(StarPtn2,10); Title = ImageInit(PIXMAP "/Title.xpm" GZ,1); while(1) { if (waittime && (signal_delivered==0)) pause(); signal_delivered = 0; if (count < 500) count++; else count = 0; status = event_handle_opening(); if (status != 0) { FreeImages(Title,1); return status; } clear_window(); /* XFillRectangle(dpy,WorkPixmap,BackGC,0,0,FieldW,FieldH); */ DrawStar(StarPtn1); DrawStar(StarPtn2); PutImage(Title[0],50,50); draw_string(410, 210, "Ver. " VERSION, strlen("Ver. " VERSION)); draw_string(410, 225, UPDATE, strlen(UPDATE)); if (count%30 < 15) { draw_string(170, 630, "Press [SPACE KEY] to start", strlen("Press [SPACE KEY] to start")); #ifdef JSTK draw_string(155, 610, "Press [Joystick BUTTON] to start", strlen("Press [Joystick BUTTON] to start")); #endif } if (count < 250) { char buff[64]; int i; draw_string(210, 270, "Top 10 Soldiers", strlen("Top 10 Soldiers")); draw_string(120, 320, "Name", strlen("Name")); draw_string(270, 320, "Stage", strlen("Stage")); draw_string(350, 320, "Score", strlen("Score")); for (i=1; i<=10; i++) { draw_string(120, 330+i*25, player->Rec[i].name, strlen(player->Rec[i].name)); sprintf(buff,"%2d-%2d",player->Rec[i].loop, player->Rec[i].stage); draw_string(270, 330+i*25, buff, strlen(buff)); sprintf(buff,"%8d",player->Rec[i].score); draw_string(350, 330+i*25, buff, strlen(buff)); } } else { draw_string(220, 270, "How To Play", strlen("How To Play")); draw_string(180, 330, "Up", strlen("Up")); draw_string(260, 330, " .... ", strlen(" .... ")); draw_string(300, 330, upKey, strlen(upKey)); draw_string(180, 355, "Down", strlen("Down")); draw_string(260, 355, " .... ", strlen(" .... ")); draw_string(300, 355, downKey, strlen(downKey)); draw_string(180, 380, "Left", strlen("Left")); draw_string(260, 380, " .... ", strlen(" .... ")); draw_string(300, 380, leftKey, strlen(leftKey)); draw_string(180, 405, "Right",strlen("Right")); draw_string(260, 405, " .... ", strlen(" .... ")); draw_string(300, 405, rightKey, strlen(rightKey)); draw_string(180, 430, "Shot", strlen("Shot")); draw_string(260, 430, " .... ", strlen(" .... ")); draw_string(300, 430, shotKey, strlen(shotKey)); draw_string(180, 455, "Speed up", strlen("Speed up")); draw_string(260, 455, " .... ",strlen(" .... ")); draw_string(300, 455, spdupKey, strlen(spdupKey)); draw_string(180, 480, "Speed down", strlen("Speed down")); draw_string(260, 480, " .... ", strlen(" .... ")); draw_string(300, 480, spdwnKey, strlen(spdwnKey)); draw_string(180, 505, "Pause", strlen("Pause")); draw_string(260, 505, " .... ", strlen(" .... ")); draw_string(300, 505, pauseKey, strlen(pauseKey)); draw_string(180, 530, "Quit", strlen("Quit")); draw_string(260, 530, " .... ", strlen(" .... ")); draw_string(300, 530, quitKey, strlen(quitKey)); #ifdef DEBUG draw_string(220, 560, "Debug-only Commands", strlen("Debug-only Commands")); draw_string(180, 575, "Change Weapon", strlen("Change Weapon")); draw_string(300, 575, weaponchangeKey, strlen(weaponchangeKey)); draw_string(180, 590, "Clear Enemy Shots", strlen("Clear Enemy Shots")); draw_string(300, 590, clearenemyshotKey, strlen(clearenemyshotKey)); #endif } redraw_window(); } } xsoldier-1.8/player.c0000644000175000017500000003173011621234725015466 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: player.c,v 1.12 2011/08/12 14:33:57 oohara Exp $ */ /* DEBUG is defined in config.h */ #include /* rand */ #include /* #include #include #include #include */ #include "image.h" #include "xsoldier.h" #include "manage.h" #include "player.h" #include "common.h" #include "callback.h" #include "extern.h" #include "key.h" #include "sin.h" /* NewEnemy10 (power-up item) */ #include "enemy.h" /* player object */ void NewPlayer(int x, int y) { manage->player[0]->Data.hitAtt = MPlayer; manage->player[0]->Data.hitMask = MEnemy | MEShot | MItem; manage->player[0]->Data.used = True; manage->player[0]->Data.kill = False; manage->player[0]->Data.X = x; manage->player[0]->Data.Y = y; manage->player[0]->Data.Speed = 15; manage->player[0]->Data.Attack = 0; manage->player[0]->Data.Width = 16; manage->player[0]->Data.Height = 16; manage->player[0]->Data.HarfW = manage->player[0]->Data.Width/2; manage->player[0]->Data.HarfH = manage->player[0]->Data.Height/2; manage->player[0]->Data.image = 0; manage->player[0]->Data.Cnt[0] = 0; /* auto shot counter */ manage->player[0]->Data.Cnt[1] = 0; /* image counter */ manage->player[0]->Data.Cnt[2] = 60; /* immutable counter */ manage->player[0]->Data.Cnt[3] = 0; /* death coounter */ manage->player[0]->Data.Cnt[4] = False; /* transparent flag */ manage->player[0]->Data.Cnt[5] = 1; /* weapon counter */ manage->player[0]->Data.Cnt[6] = manage->start_power; /* power counter */ manage->player[0]->Grp.image = PlayerImage; /* manage->player[0]->Grp.Width = manage->player[0]->Grp.image[0]->width; manage->player[0]->Grp.Height = manage->player[0]->Grp.image[0]->height; */ manage->player[0]->Grp.Width = 32; manage->player[0]->Grp.Height = 32; manage->player[0]->Grp.HarfW = manage->player[0]->Grp.Width/2; manage->player[0]->Grp.HarfH = manage->player[0]->Grp.Height/2; manage->player[0]->Action = PlayerAction; manage->player[0]->Hit = PlayerHit; manage->player[0]->Realize = DrawImage; manage->player[0]->Data.notShootingTime = 0; manage->PlayerNum++; } void RestartPlayer(int x, int y) { manage->player[0]->Data.hitAtt = MPlayer; manage->player[0]->Data.hitMask = MEnemy | MEShot | MItem; manage->player[0]->Data.used = True; manage->player[0]->Data.kill = False; manage->player[0]->Data.X = x; manage->player[0]->Data.Y = y; manage->player[0]->Data.Cnt[0] = 0; /* auto shot counter */ manage->player[0]->Data.Cnt[1] = 0; /* image counter */ manage->player[0]->Data.Cnt[2] = 60; /* immutable counter */ manage->player[0]->Data.Cnt[3] = 0; /* death counter */ manage->player[0]->Data.Cnt[4] = False; /* transparent flag */ manage->player[0]->Data.notShootingTime = 0; manage->PlayerNum++; } DelAtt PlayerAction(ObjData *my) { /* you can change speed at any time */ if (keymask & SpeedUP) { if (my->Speed < 30) my->Speed += 3; keymask -= SpeedUP; } if (keymask & SpeedDOWN) { if (my->Speed > 6) my->Speed -= 3; keymask -= SpeedDOWN; } if (joymask & SpeedUP) { if (my->Speed < 30) my->Speed += 3; } if (joymask & SpeedDOWN) { if (my->Speed > 6) my->Speed -= 3; } /* your action is over if you are dead */ if (my->kill == True) { my->Cnt[3]++; if (my->Cnt[3] == 30) return NullDel; NewLargeBomb(my->X+rand()%20-10,my->Y+rand()%20-10); return NoneDel; } /* move */ if (keymask & Up || joymask & Up) my->Y -= my->Speed; if (keymask & Down || joymask & Down) my->Y += my->Speed; if (keymask & Left || joymask & Left) { my->X -= my->Speed; my->Cnt[1] -= 2; } if (keymask & Right || joymask & Right) { my->X += my->Speed; my->Cnt[1] += 2; } /* choose image */ if (my->Cnt[1] > 0) my->Cnt[1]--; else if (my->Cnt[1] < 0) my->Cnt[1]++; if (my->Cnt[1] > 10) my->image = 4; else if (my->Cnt[1] > 0) my->image = 3; else if (my->Cnt[1] < -10) my->image = 2; else if (my->Cnt[1] < 0) my->image = 1; else my->image = 0; if (my->Cnt[2] != 0) { if (my->Cnt[4] == False) { my->image = 5; my->Cnt[4] = True; } else my->Cnt[4] = False; } /* boundary check for moving */ if (my->X - 16 < 0) my->X = 0 + 16; else if (my->X + 16 > FieldW) my->X = FieldW - 16; if (my->Y - 16 < 0) my->Y = 0 + 16; else if (my->Y + 16 > FieldH) my->Y = FieldH - 16; if (my->Cnt[2] > 0) my->Cnt[2]--; if (keymask & Shot || joymask & Shot) { my->notShootingTime = 5; if (my->Cnt[0] == 0) { switch (my->Cnt[5]) { case 1: /* how often you can shoot */ if (my->Cnt[6] >= 30) my->Cnt[0] = 2; else my->Cnt[0] = 3; if (my->Cnt[6] >= 20) { PlayerShot1(my->X-10,my->Y,35,90, my->Cnt[6]); PlayerShot1(my->X+10,my->Y,35,90, my->Cnt[6]); } else if (my->Cnt[6] >= 10) PlayerShot1(my->X, my->Y,35,90, my->Cnt[6]); if (my->Cnt[6] >= 15) { PlayerShot1(my->X-40,my->Y+10,35,270, my->Cnt[6]); PlayerShot1(my->X-10,my->Y,35,270, my->Cnt[6]); PlayerShot1(my->X+10,my->Y,35,270, my->Cnt[6]); PlayerShot1(my->X+40,my->Y+10,35,270, my->Cnt[6]); } else if (my->Cnt[6] >= 5) { PlayerShot1(my->X-25,my->Y+10,35,270, my->Cnt[6]); PlayerShot1(my->X, my->Y,35,270, my->Cnt[6]); PlayerShot1(my->X+25, my->Y+10,35,270, my->Cnt[6]); } else { PlayerShot1(my->X-10,my->Y,35,270, my->Cnt[6]); PlayerShot1(my->X+10,my->Y,35,270, my->Cnt[6]); } break; case 2: /* how often you can shoot */ if (my->Cnt[6] >= 25) my->Cnt[0] = 1; else if (my->Cnt[6] >= 19) my->Cnt[0] = 2; else my->Cnt[0] = 3; PlayerShot2(my->X,my->Y,25,255); PlayerShot2(my->X,my->Y,25,270); PlayerShot2(my->X,my->Y,25,285); if (my->Cnt[6] >= 15) { PlayerShot2(my->X,my->Y,25,0); PlayerShot2(my->X,my->Y,25,180); } if (my->Cnt[6] >= 11) { PlayerShot2(my->X,my->Y,25,225); PlayerShot2(my->X,my->Y,25,315); } if (my->Cnt[6] >= 7) { PlayerShot2(my->X,my->Y,25,60); PlayerShot2(my->X,my->Y,25,120); } if (my->Cnt[6] >= 3) { PlayerShot2(my->X,my->Y,25,240); PlayerShot2(my->X,my->Y,25,300); } break; case 3: /* how often you can shoot */ if (my->Cnt[6] >= 30) my->Cnt[0] = 3; else my->Cnt[0] = 4; if (my->Cnt[6] >= 10) { PlayerShot3(my->X,my->Y-10,0, my->Cnt[6]); PlayerShot3(my->X-10,my->Y-10,-1, my->Cnt[6]); PlayerShot3(my->X+10,my->Y-10,1, my->Cnt[6]); } else if (my->Cnt[6] >= 5) { PlayerShot3(my->X-10,my->Y-10,0, my->Cnt[6]); PlayerShot3(my->X+10,my->Y-10,0, my->Cnt[6]); } else PlayerShot3(my->X,my->Y-10,0, my->Cnt[6]); break; } } else my->Cnt[0]--; } else { if (my->notShootingTime <= 0) { /* releasing the shoot button gives you a score */ player->Rec[0].score += (manage->EnemyNum) * 3; } else (my->notShootingTime)--; my->Cnt[0] = 0; } return NoneDel; } DelAtt PlayerHit(ObjData *my, ObjData *your) { if (your->hitAtt == MItem) { if (your->Cnt[0] == 0) my->Cnt[6] += 2; else { my->Cnt[6]++; my->Cnt[5] = your->Cnt[0]; } for(; my->Cnt[6] > 45; (my->Cnt[6])--) { player->Rec[0].score += 1000 * manage->Loop; (manage->Level)++; } if (manage->Level > MaxLevel) manage->Level = MaxLevel; if (manage->Level < 0) manage->Level = 0; if (manage->flag_maxlevel == True) manage->Level = MaxLevel; return NoneDel; } if (my->Cnt[2] == 0) { my->kill = True; my->image = 5; manage->Level -= 5; if (manage->Level > MaxLevel) manage->Level = MaxLevel; if (manage->Level < 0) manage->Level = 0; if (manage->flag_maxlevel == True) manage->Level = MaxLevel; } return NoneDel; } /* player shot */ void PlayerShot1(int x, int y, int speed, int angle, int attack) { manage->New.Data.hitAtt = MPShot; manage->New.Data.hitMask = MEnemy; manage->New.Data.X = x; manage->New.Data.Y = y; if (attack >= 25) manage->New.Data.Attack = 3; else manage->New.Data.Attack = 2; manage->New.Data.Speed = speed; manage->New.Data.Angle = angle; manage->New.Data.EnemyAtt = NullDel; manage->New.Data.Width = 10; manage->New.Data.Height = 26; manage->New.Data.Cnt[0] = x << 8; manage->New.Data.Cnt[1] = y << 8; manage->New.Data.Cnt[2] = icos(angle); manage->New.Data.Cnt[3] = isin(angle); manage->New.Data.Cnt[4] = 0; manage->New.Grp.image = PShot1Image; NewObj(MPShot,PlayerShotAct1,PlayerShotHit1,DrawImage); } void PlayerShot2(int x, int y, int speed, int angle) { manage->New.Data.hitAtt = MPShot; manage->New.Data.hitMask = MEnemy; manage->New.Data.X = x; manage->New.Data.Y = y; manage->New.Data.Attack = 1; manage->New.Data.Speed = speed; manage->New.Data.Angle = angle; manage->New.Data.EnemyAtt = NullDel; manage->New.Data.Width = 12; manage->New.Data.Height = 16; manage->New.Data.Cnt[0] = x << 8; manage->New.Data.Cnt[1] = y << 8; manage->New.Data.Cnt[2] = icos(angle); manage->New.Data.Cnt[3] = isin(angle); manage->New.Data.Cnt[4] = 0; manage->New.Grp.image = PShot2Image; NewObj(MPShot,PlayerShotAct1,PlayerShotHit1,DrawImage); } DelAtt PlayerShotAct1(ObjData *my) { if (my->Cnt[4] >= 1) return NullDel; /* 2^8 = 256 */ my->Cnt[0] += my->Cnt[2]*my->Speed; my->X = my->Cnt[0] / 256; my->Cnt[1] += my->Cnt[3]*my->Speed; my->Y = my->Cnt[1] / 256; if ((my->X<0) || (my->X>FieldW)) return NullDel; if ((my->Y<0) || (my->Y>FieldH)) return NullDel; return NoneDel; } DelAtt PlayerShotHit1(ObjData *my, ObjData *your) { if (my->Cnt[4] >= 1) return NullDel; my->Cnt[4]++; my->hitMask = 0; my->image = 1; return NoneDel; } void PlayerShot3(int x, int y, int inertX, int attack) { manage->New.Data.hitAtt = MPShot; manage->New.Data.hitMask = MEnemy; manage->New.Data.X = x; manage->New.Data.Y = y; if (attack >= 22) manage->New.Data.Attack = 5; else if (attack >= 16) manage->New.Data.Attack = 4; else manage->New.Data.Attack = 3; manage->New.Data.EnemyAtt = NullDel; manage->New.Data.Width = 8; manage->New.Data.Height = 16; manage->New.Data.inertX = inertX; manage->New.Data.inertY = 5; manage->New.Data.Cnt[4] = 0; manage->New.Grp.image = PShot3Image; NewObj(MPShot,PlayerShotAct3,PlayerShotHit3,DrawImage); } DelAtt PlayerShotAct3(ObjData *my) { if (my->Cnt[4] != 0) { /* delete the explosion */ if (my->Cnt[4] >= 4) return NullDel; /* no longer checks collision */ if (my->Cnt[4] == 3) /* my->Attack = 0; */ my->hitMask = 0; if (my->Cnt[4] == 1) my->image = 2; my->Cnt[4]++; } /* have not exploded yet */ if (my->Cnt[4] == 0) { my->inertY++; my->X += my->inertX; my->Y -= my->inertY; } if ((my->X<0) || (my->X>FieldW)) return NullDel; if ((my->Y<0) || (my->Y>FieldH)) return NullDel; return NoneDel; } DelAtt PlayerShotHit3(ObjData *my, ObjData *your) { if (my->Cnt[4] >= 4) return NullDel; else if (my->Cnt[4] == 0) /* explode */ { my->Attack = 1; my->Width = 80; my->HarfW = my->Width / 2; my->Height = 80; my->HarfH = my->Height / 2; my->Cnt[4]++; my->image = 1; return NoneDel; } return NoneDel; } void PlayerLosePower(void) { int i = 0; if (manage->player[0]->Data.Cnt[6] > 30) manage->player[0]->Data.Cnt[6] = 30; if (manage->player[0]->Data.Cnt[6] < manage->start_power + 10) return; else if (manage->player[0]->Data.Cnt[6] < manage->start_power + 25) { manage->player[0]->Data.Cnt[6] -= 5; i = 3; } else { manage->player[0]->Data.Cnt[6] -= 10; i = 6; } if (manage->player[0]->Data.Cnt[6] < 0) /* should not happen */ manage->player[0]->Data.Cnt[6] = 0; for (; i >= 1; i--) /* the Y coordinate is intentionally subtracted */ NewEnemy10(manage->player[0]->Data.X + rand() % 50 - 25, manage->player[0]->Data.Y - rand() % 20 - 10); } xsoldier-1.8/score.c0000644000175000017500000001573511621234256015313 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: score.c,v 1.11 2011/08/12 14:29:02 oohara Exp $ */ /* DEBUG and DUPSCORE are defined in config.h */ #include #include #include #include /* #include #include #include */ /* strcmp */ #include /* isprint */ #include #include "image.h" #include "xsoldier.h" #include "extern.h" #include "score.h" static void fake_score_entry(Record *rec, int n, int score); static void copy_Record_to_PlayerData(Record *rec, PlayerData *p); static int compare_entry(const void *a, const void *b); /* read entries from high score file and save them in p * returns 0 on success, -1 on error */ int ReadHiscore(PlayerData *p) { FILE *fp; char buff[BUFSIZ]; Record rec[10]; int i; int j; int status = 0; char name[32]; int score; int loop; int stage; /* initialize the entries with random records */ for (i = 0; i <= 9; i++) fake_score_entry(rec, i, (11 - i) * 10000); /* open the score file */ if ((fp = fopen(SCORE "/" SCOREFILE, "r")) == NULL) { fprintf(stderr,"ReadHiscore: can not open score file\n"); copy_Record_to_PlayerData(rec, p); return -1; } /* read each record --- one line for one record */ for (i = 0; (i <= 9) && (fgets(buff, BUFSIZ, fp) != NULL); i++) { if (sscanf(buff, "%d %d %d %31s", &score, &loop, &stage, name) == 4) { rec[i].score = score; rec[i].loop = loop; rec[i].stage = stage; /* check if the player name consists of only printable chars */ for (j = 0; (j <= sizeof(name) - 1) && (name[j] != '\0'); j++) if (!isprint(name[j])) { fprintf(stderr, "warning: non-printable char found in the name of " "entry %d, char %d (\\x%x), replacing it with ?\n", i + 1, j, name[j]); name[j] = '?'; } strncpy(rec[i].name, name, sizeof(rec[i].name)); #ifdef DEBUG fprintf(stderr, "entry %d read: %d %d %d %s\n", i + 1, rec[i].score, rec[i].loop, rec[i].stage, rec[i].name); #endif /* DEBUG */ } else { fprintf(stderr, "warning: entry %d of the high score file is " "broken so ignored\n", i + 1); status = -1; } } /* close the score file */ if (fclose(fp) == EOF) { fprintf(stderr, "ReadHiscore: can't close the score file\n"); status = -1; } /* warn if there are only 9 or less entries */ if (i != 10) { fprintf(stderr, "warning: the score file has only %d ", i); /* plural hack */ if (i >= 2) fprintf(stderr, " entries\n"); else fprintf(stderr, " entry\n"); status = -1; } /* sort the entries */ qsort(rec, 10, sizeof(Record), compare_entry); copy_Record_to_PlayerData(rec, p); return status; } /* checks if the score of the current player can be in the high score list * and merge if necessary * assumes p is already sorted * returns the rank of the current player is s/he gets in the list, * -1 if out of the list */ int MergeHiscore(PlayerData *p) { int rank = -1; int del = 10; int i; #ifndef DUPSCORE size_t temp; #endif /* not DUPSCORE */ /* ugly hack to cope with a braindamage * this is necessary so that we can check the score correctly * even if the player quit the game with q key */ p->Rec[0].loop = manage->Loop; p->Rec[0].stage = manage->Stage; #ifndef DUPSCORE /* check if a entry with the same name is already in the list * if there is, find the highest one */ for (i = 1; i <= 10; i++) { temp = sizeof(p->Rec[0].name); if (temp > sizeof(p->Rec[i].name)) temp = sizeof(p->Rec[i].name); if (strncmp(p->Rec[0].name, p->Rec[i].name, temp) == 0) { del = i; break; } } #endif /* not DUPSCORE */ /* p is already sorted */ for (i = 1; i<=10; i++) { if (p->Rec[0].score > p->Rec[i].score) { rank = i; break; } } /* if the current player is out of the top 10 */ if (rank == -1) return -1; #ifndef DUPSCORE /* if there is already an entry with the same name and a better score */ if (rank > del) return -1; #endif /* not DUPSCORE */ /* merge the score of the current player */ for (i = del; i > rank; i--) { #ifdef DEBUG printf("rank[%d] <- rank[%d]\n", i, i - 1); #endif p->Rec[i].score = p->Rec[i - 1].score; p->Rec[i].loop = p->Rec[i - 1].loop; p->Rec[i].stage = p->Rec[i - 1].stage; strncpy(p->Rec[i].name, p->Rec[i - 1].name, sizeof(p->Rec[i].name)); } #ifdef DEBUG printf("rank[%d] <- rank[0]\n", rank); fprintf(stderr, "%d %d %d %s\n", p->Rec[0].score, p->Rec[0].loop, p->Rec[0].stage, p->Rec[0].name); #endif p->Rec[rank].score = p->Rec[0].score; p->Rec[rank].loop = p->Rec[0].loop; p->Rec[rank].stage = p->Rec[0].stage; strncpy(p->Rec[rank].name, p->Rec[0].name, sizeof(p->Rec[rank].name)); return rank; } /* write the high score list to the disk * return 0 on success, -1 on failure */ int WriteHiscore(PlayerData *p) { FILE *fp; int i; int status = 0; /* open the score file */ if ((fp = fopen(SCORE "/" SCOREFILE,"w")) == NULL) { fprintf(stderr,"WriteHiscore: can not open score file\n"); return -1; } /* write to the disk */ for (i = 1; i <= 10; i++) { if (fprintf(fp, "%d %d %d %s\n", p->Rec[i].score, p->Rec[i].loop, p->Rec[i].stage, p->Rec[i].name) < 0) { fprintf(stderr, "WriteHiscore: can not write the score file\n"); fprintf(stderr, "failed entry:\n"); fprintf(stderr, "%d %d %d %s\n", p->Rec[i].score, p->Rec[i].loop, p->Rec[i].stage, p->Rec[i].name); status = -1; } } /* close the score file */ if (fclose(fp) == EOF) { fprintf(stderr, "WriteHiscore: can't close the score file\n"); status = -1; } return status; } /* generate a fake record for the high score list * note that rec begins with 0 */ static void fake_score_entry(Record *rec, int n, int score) { rec[n].score = score; rec[n].loop = (10 - n) / 3; if (rec[n].loop < 1) rec[n].loop = 1; rec[n].stage = rand() % 8 + 1; snprintf(rec[n].name, sizeof(rec[n].name) - 1, "(unknown)"); } static void copy_Record_to_PlayerData(Record *rec, PlayerData *p) { int i; for (i = 1; i <= 10; i++) p->Rec[i] = rec[i - 1]; } static int compare_entry(const void *a, const void *b) { const Record *rec_a = (const Record *) a; const Record *rec_b = (const Record *) b; if (rec_a->score > rec_b->score) return -1; if (rec_a->score < rec_b->score) return 1; if (rec_a->loop > rec_b->loop) return -1; if (rec_a->loop < rec_b->loop) return 1; if (rec_a->stage > rec_b->stage) return -1; if (rec_a->stage < rec_b->stage) return 1; return strcmp (rec_a->name, rec_b->name); } xsoldier-1.8/sin.c0000644000175000017500000001402310276702761014764 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: sin.c,v 1.2 2002/04/07 13:38:23 oohara Exp $ */ #include "sin.h" static double dsin_table[] = { 0.0000, 0.0175, 0.0349, 0.0523, 0.0698, 0.0872, 0.1045, 0.1219, 0.1392, 0.1564, 0.1736, 0.1908, 0.2079, 0.2250, 0.2419, 0.2588, 0.2756, 0.2924, 0.3090, 0.3256, 0.3420, 0.3584, 0.3746, 0.3907, 0.4067, 0.4226, 0.4384, 0.4540, 0.4695, 0.4848, 0.5000, 0.5150, 0.5299, 0.5446, 0.5592, 0.5736, 0.5878, 0.6018, 0.6157, 0.6293, 0.6428, 0.6561, 0.6691, 0.6820, 0.6947, 0.7071, 0.7193, 0.7314, 0.7431, 0.7547, 0.7660, 0.7771, 0.7880, 0.7986, 0.8090, 0.8192, 0.8290, 0.8387, 0.8480, 0.8572, 0.8660, 0.8746, 0.8829, 0.8910, 0.8988, 0.9063, 0.9135, 0.9205, 0.9272, 0.9336, 0.9397, 0.9455, 0.9511, 0.9563, 0.9613, 0.9659, 0.9703, 0.9744, 0.9781, 0.9816, 0.9848, 0.9877, 0.9903, 0.9925, 0.9945, 0.9962, 0.9976, 0.9986, 0.9994, 0.9998, 1.0000, 0.9998, 0.9994, 0.9986, 0.9976, 0.9962, 0.9945, 0.9925, 0.9903, 0.9877, 0.9848, 0.9816, 0.9781, 0.9744, 0.9703, 0.9659, 0.9613, 0.9563, 0.9511, 0.9455, 0.9397, 0.9336, 0.9272, 0.9205, 0.9135, 0.9063, 0.8988, 0.8910, 0.8829, 0.8746, 0.8660, 0.8572, 0.8480, 0.8387, 0.8290, 0.8192, 0.8090, 0.7986, 0.7880, 0.7771, 0.7660, 0.7547, 0.7431, 0.7314, 0.7193, 0.7071, 0.6947, 0.6820, 0.6691, 0.6561, 0.6428, 0.6293, 0.6157, 0.6018, 0.5878, 0.5736, 0.5592, 0.5446, 0.5299, 0.5150, 0.5000, 0.4848, 0.4695, 0.4540, 0.4384, 0.4226, 0.4067, 0.3907, 0.3746, 0.3584, 0.3420, 0.3256, 0.3090, 0.2924, 0.2756, 0.2588, 0.2419, 0.2250, 0.2079, 0.1908, 0.1736, 0.1564, 0.1392, 0.1219, 0.1045, 0.0872, 0.0698, 0.0523, 0.0349, 0.0175, 0.0000, -0.0175, -0.0349, -0.0523, -0.0698, -0.0872, -0.1045, -0.1219, -0.1392, -0.1564, -0.1736, -0.1908, -0.2079, -0.2250, -0.2419, -0.2588, -0.2756, -0.2924, -0.3090, -0.3256, -0.3420, -0.3584, -0.3746, -0.3907, -0.4067, -0.4226, -0.4384, -0.4540, -0.4695, -0.4848, -0.5000, -0.5150, -0.5299, -0.5446, -0.5592, -0.5736, -0.5878, -0.6018, -0.6157, -0.6293, -0.6428, -0.6561, -0.6691, -0.6820, -0.6947, -0.7071, -0.7193, -0.7314, -0.7431, -0.7547, -0.7660, -0.7771, -0.7880, -0.7986, -0.8090, -0.8192, -0.8290, -0.8387, -0.8480, -0.8572, -0.8660, -0.8746, -0.8829, -0.8910, -0.8988, -0.9063, -0.9135, -0.9205, -0.9272, -0.9336, -0.9397, -0.9455, -0.9511, -0.9563, -0.9613, -0.9659, -0.9703, -0.9744, -0.9781, -0.9816, -0.9848, -0.9877, -0.9903, -0.9925, -0.9945, -0.9962, -0.9976, -0.9986, -0.9994, -0.9998, -1.0000, -0.9998, -0.9994, -0.9986, -0.9976, -0.9962, -0.9945, -0.9925, -0.9903, -0.9877, -0.9848, -0.9816, -0.9781, -0.9744, -0.9703, -0.9659, -0.9613, -0.9563, -0.9511, -0.9455, -0.9397, -0.9336, -0.9272, -0.9205, -0.9135, -0.9063, -0.8988, -0.8910, -0.8829, -0.8746, -0.8660, -0.8572, -0.8480, -0.8387, -0.8290, -0.8192, -0.8090, -0.7986, -0.7880, -0.7771, -0.7660, -0.7547, -0.7431, -0.7314, -0.7193, -0.7071, -0.6947, -0.6820, -0.6691, -0.6561, -0.6428, -0.6293, -0.6157, -0.6018, -0.5878, -0.5736, -0.5592, -0.5446, -0.5299, -0.5150, -0.5000, -0.4848, -0.4695, -0.4540, -0.4384, -0.4226, -0.4067, -0.3907, -0.3746, -0.3584, -0.3420, -0.3256, -0.3090, -0.2924, -0.2756, -0.2588, -0.2419, -0.2250, -0.2079, -0.1908, -0.1736, -0.1564, -0.1392, -0.1219, -0.1045, -0.0872, -0.0698, -0.0523, -0.0349, -0.0175, -0.0000, }; static int isin_table[] = { 0, 4, 8, 13, 17, 22, 26, 31, 35, 40, 44, 48, 53, 57, 61, 66, 70, 74, 79, 83, 87, 91, 95, 100, 104, 108, 112, 116, 120, 124, 127, 131, 135, 139, 143, 146, 150, 154, 157, 161, 164, 167, 171, 174, 177, 181, 184, 187, 190, 193, 196, 198, 201, 204, 207, 209, 212, 214, 217, 219, 221, 223, 226, 228, 230, 232, 233, 235, 237, 238, 240, 242, 243, 244, 246, 247, 248, 249, 250, 251, 252, 252, 253, 254, 254, 255, 255, 255, 255, 255, 256, 255, 255, 255, 255, 255, 254, 254, 253, 252, 252, 251, 250, 249, 248, 247, 246, 244, 243, 242, 240, 238, 237, 235, 233, 232, 230, 228, 226, 223, 221, 219, 217, 214, 212, 209, 207, 204, 201, 198, 196, 193, 190, 187, 184, 181, 177, 174, 171, 167, 164, 161, 157, 154, 150, 146, 143, 139, 135, 131, 127, 124, 120, 116, 112, 108, 104, 100, 95, 91, 87, 83, 79, 74, 70, 66, 61, 57, 53, 48, 44, 40, 35, 31, 26, 22, 17, 13, 8, 4, 0, -4, -8, -13, -17, -22, -26, -31, -35, -40, -44, -48, -53, -57, -61, -66, -70, -74, -79, -83, -87, -91, -95, -100, -104, -108, -112, -116, -120, -124, -127, -131, -135, -139, -143, -146, -150, -154, -157, -161, -164, -167, -171, -174, -177, -181, -184, -187, -190, -193, -196, -198, -201, -204, -207, -209, -212, -214, -217, -219, -221, -223, -226, -228, -230, -232, -233, -235, -237, -238, -240, -242, -243, -244, -246, -247, -248, -249, -250, -251, -252, -252, -253, -254, -254, -255, -255, -255, -255, -255, -256, -255, -255, -255, -255, -255, -254, -254, -253, -252, -252, -251, -250, -249, -248, -247, -246, -244, -243, -242, -240, -238, -237, -235, -233, -232, -230, -228, -226, -223, -221, -219, -217, -214, -212, -209, -207, -204, -201, -198, -196, -193, -190, -187, -184, -181, -177, -174, -171, -167, -164, -161, -157, -154, -150, -146, -143, -139, -135, -131, -128, -124, -120, -116, -112, -108, -104, -100, -95, -91, -87, -83, -79, -74, -70, -66, -61, -57, -53, -48, -44, -40, -35, -31, -26, -22, -17, -13, -8, -4, 0, }; /* table-based approximate sine */ double dsin(int theta) { while(theta > 360) theta -= 360; return (dsin_table[theta]); } /* returns 256 * sin(theta) */ int isin(int theta) { while(theta > 360) theta -= 360; return (isin_table[theta]); } xsoldier-1.8/star.c0000644000175000017500000000562010276702761015147 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: star.c,v 1.8 2002/05/06 04:26:20 oohara Exp $ */ #include #include #include /* #include */ #include "image.h" #include "xsoldier.h" #include "extern.h" #include "star.h" #define MAXSTAR 4 typedef struct { /* coordinates of the star */ int x, y; /* pattern number of the star */ int cpat; } Point; typedef struct { Point *point; Image **image; unsigned int sW, sH; int pattern; int speed; int nstar; } Star; static Star star[MAXSTAR]; static int cust; static unsigned int dW, dH; void InitStarModule(unsigned int w, unsigned int h) { dW = w; dH = h; cust = 0; return; } int CreateStar(const char *filename, int pattern, int speed, int nstar) { Image *tmp; Star *S = &(star[cust]); int i; if (cust >= MAXSTAR) { fprintf(stderr, "CreateStar: can't create star!\n"); fflush(stderr); return -1; } /* if we are using SDL, we don't need to malloc here because IMG_Load * do it for us */ #ifndef HAVE_LIBSDL tmp = (Image *)malloc(sizeof(Image)); #endif /* not HAVE_LIBSDL */ ReadFileToImage(filename,&tmp); SplitImage(tmp,&(S->image),pattern); FreeImage(tmp); S->pattern = pattern; S->speed = speed; S->nstar = nstar; S->point = (Point *)malloc(sizeof(Point) * nstar); #ifdef HAVE_LIBSDL S->sW = dW+(S->image[0])->w; S->sH = dH+(S->image[0])->h; #else /* not HAVE_LIBSDL */ S->sW = dW+(S->image[0])->width; S->sH = dH+(S->image[0])->height; #endif /* not HAVE_LIBSDL */ for (i=0; ipoint[i].cpat = rand() % pattern; S->point[i].x = rand() % S->sW; S->point[i].y = rand() % S->sH; } return cust++; } void DrawStar(int id) { static Image *I; static Star *S; static Point *p; int i; S = &(star[id]); for (i=0; instar; i++) { p = &(S->point[i]); I = S->image[(p->cpat)++]; #ifdef HAVE_LIBSDL PutImage(I,p->x - I->w, p->y - I->h); #else /* not HAVE_LIBSDL */ PutImage(I,p->x - I->width, p->y - I->height); #endif /* not HAVE_LIBSDL */ if (p->cpat >= S->pattern) p->cpat = 0; } for (i=0; instar; i++) { p = &(S->point[i]); p->y += S->speed; if (p->y < 0 || p->y > S->sH) { p->x = rand() % S->sW; p->y = (S->speed > 0)?0:S->sH; } } return; } void ChangeStarParameter(int id, int speed) { static Star *S; S = &(star[id]); S->speed = speed; return; } int DeleteAllStar(void) { int i; for (i = 0; i < cust; i++) { FreeImages(star[i].image, star[i].pattern); free(star[i].point); } return 0; } xsoldier-1.8/boss.h0000644000175000017500000000175210276702755015156 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: boss.h,v 1.2 2002/04/10 07:38:12 oohara Exp $ */ #if !defined _BOSS_H_ #define _BOSS_H_ extern int NewBoss1(void); extern DelAtt BossAct1(ObjData *my); extern DelAtt BossHit1(ObjData *my, ObjData *your); extern int NewBoss2(void); extern DelAtt BossAct2(ObjData *my); extern int NewBoss3(void); extern DelAtt BossAct3(ObjData *my); extern int NewBoss4(void); extern DelAtt BossAct4(ObjData *my); extern int NewBoss5(void); extern DelAtt BossAct5(ObjData *my); extern int NewBoss6(void); extern DelAtt BossAct6(ObjData *my); extern int NewBoss7(void); extern DelAtt BossAct7(ObjData *my); extern int NewBoss8(void); extern DelAtt BossAct8(ObjData *my); extern DelAtt BossHit8(ObjData *my, ObjData *your); #endif xsoldier-1.8/callback.h0000644000175000017500000000151510276702755015741 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: callback.h,v 1.2 2002/04/10 07:46:25 oohara Exp $ */ #if !defined _CALLBACK_H_ #define _CALLBACK_H_ extern DelAtt NullAct(ObjData *my); extern DelAtt NullHit(ObjData *my, ObjData *your); extern DelAtt NullDelHit(ObjData *my, ObjData *your); extern DelAtt DeleteHit(ObjData *my, ObjData *your); extern DelAtt DamageHit(ObjData *my, ObjData *your); extern DelAtt LargeDamageHit(ObjData *my, ObjData *your); extern void NullReal(ObjData *my, GrpData *grp); extern void DrawRec(ObjData *my, GrpData *grp); extern void DrawImage(ObjData *my, GrpData *grp); #endif xsoldier-1.8/common.h0000644000175000017500000000105110276702755015470 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: common.h,v 1.2 2002/04/20 16:39:19 oohara Exp $ */ #if !defined _COMMON_H_ #define _COMMON_H_ extern void NewBomb(int x, int y); extern void NewLargeBomb(int x, int y); extern DelAtt BombAct(ObjData *my); extern int GetDirection(int mx, int my, int sx, int sy); #endif xsoldier-1.8/ending.h0000644000175000017500000000063310276702755015451 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: ending.h,v 1.2 2002/04/11 23:45:20 oohara Exp $ */ #if !defined _ENDING_H_ #define _ENDING_H_ extern void Ending(void); #endif xsoldier-1.8/enemy.h0000644000175000017500000000223210276702755015317 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: enemy.h,v 1.2 2002/04/12 00:03:57 oohara Exp $ */ #if !defined _ENEMY_H_ #define _ENEMY_H_ extern int NewEnemy1(int x, int y); extern DelAtt EnemyAct1(ObjData *my); extern DelAtt EnemyHit1(ObjData *my, ObjData *your); extern int NewEnemy2(int x, int y); extern DelAtt EnemyAct2(ObjData *my); extern int NewEnemy3(int x, int y); extern DelAtt EnemyAct3(ObjData *my); extern int NewEnemy4(int x, int y); extern DelAtt EnemyAct4(ObjData *my); extern int NewEnemy5(int x, int y); extern DelAtt EnemyAct5(ObjData *my); extern int NewEnemy6(int x, int y); extern DelAtt EnemyAct6(ObjData *my); extern int NewEnemy7(int x, int y); extern DelAtt EnemyAct7(ObjData *my); extern int NewEnemy8(int x, int y); extern DelAtt EnemyAct8(ObjData *my); extern int NewEnemy9(int x, int y); extern DelAtt EnemyAct9(ObjData *my); extern int NewEnemy10(int x, int y); extern DelAtt EnemyAct10(ObjData *my); #endif xsoldier-1.8/enemyshot.h0000644000175000017500000000171710276702755016224 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: enemyshot.h,v 1.2 2002/04/12 00:05:11 oohara Exp $ */ #if !defined _ENEMYSHOT_H_ #define _ENEMYSHOT_H_ extern void ShotToAngle(int x, int y, int angle, int speed); extern void ShotToPoint(int x1, int y1, int x2, int y2, int speed); extern DelAtt EnemyShotAct(ObjData *my); extern int RingToAngle(int x, int y, int angle, int speed); extern int RingToPoint(int x1, int y1, int x2, int y2, int speed); extern int HomingShot(int x, int y, int ix, int iy); extern DelAtt HomingAct(ObjData *my); extern int LaserShot(int x, int y, int speed); extern DelAtt EnemyLaserAct(ObjData *my); extern int BoundShot(int x, int y, int ix, int iy, int bound); extern DelAtt BoundShotAct(ObjData *my); #endif xsoldier-1.8/extern.h0000644000175000017500000000463710276702755015522 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: extern.h,v 1.9 2002/05/05 11:09:44 oohara Exp $ */ #if !defined _EXTERN_H_ #define _EXTERN_H_ #ifdef HAVE_LIBSDL #include #else /* not HAVE_LIBSDL */ #include #include #endif /* not HAVE_LIBSDL */ #ifdef EXTERN_DEF #define EXTERN #else #define EXTERN extern #endif /* wait by signal */ EXTERN int signal_delivered; EXTERN int waittime; #ifdef HAVE_LIBSDL EXTERN SDL_Surface *dpy; EXTERN SDL_Event event; #else /* not HAVE_LIBSDL */ /* for XWindow */ EXTERN Display *dpy; EXTERN Colormap cmap; EXTERN Window root; EXTERN Window win; EXTERN Pixmap WorkPixmap; EXTERN XEvent event; EXTERN Font font; EXTERN GC FontGC; EXTERN GC BackGC; EXTERN GC FillGC; /* GC for debugging rectangles */ EXTERN XColor black; EXTERN XColor white; #endif /* not HAVE_LIBSDL */ EXTERN int keymask; EXTERN int joymask; EXTERN char *upKey; EXTERN char *downKey; EXTERN char *leftKey; EXTERN char *rightKey; EXTERN char *shotKey; EXTERN char *spdupKey; EXTERN char *spdwnKey; EXTERN char *pauseKey; EXTERN char *quitKey; #ifdef DEBUG EXTERN char *weaponchangeKey; EXTERN char *clearenemyshotKey; #endif /* DEBUG */ /* character management */ EXTERN CharManage *manage; /* player data (score.. stage...) */ EXTERN PlayerData *player; /* field */ EXTERN int FieldW; EXTERN int FieldH; /* star */ EXTERN int StarPtn1; EXTERN int StarPtn2; /* image */ EXTERN Image **PlayerImage; EXTERN Image **PShot1Image; EXTERN Image **PShot2Image; EXTERN Image **PShot3Image; EXTERN Image **EShotImage; EXTERN Image **ELaserImage; EXTERN Image **EMissileImage; EXTERN Image **EBoundImage; EXTERN Image **ERingImage; EXTERN Image **BombImage; EXTERN Image **LargeBombImage; EXTERN Image **Enemy1Image; EXTERN Image **Enemy2Image; EXTERN Image **Enemy3Image; EXTERN Image **Enemy4Image; EXTERN Image **Enemy5Image; EXTERN Image **Enemy6Image; EXTERN Image **Enemy7Image; EXTERN Image **Boss1Image; EXTERN Image **Boss2Image; EXTERN Image **Boss3Image; EXTERN Image **Boss4Image; EXTERN Image **Boss5Image; EXTERN Image **Boss6Image; EXTERN Image **Boss7Image; EXTERN Image **ItemImage; EXTERN char display[32]; #endif xsoldier-1.8/game.h0000644000175000017500000000062610276702755015120 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: game.h,v 1.2 2002/04/12 00:03:31 oohara Exp $ */ #if !defined _GAME_H_ #define _GAME_H_ extern int mainLoop(void); #endif xsoldier-1.8/graphic.h0000644000175000017500000000135310276702755015622 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: graphic.h,v 1.8 2002/04/22 13:45:34 oohara Exp $ */ #ifndef _GRAPHIC_H_ #define _GRAPHIC_H_ extern int graphic_init(void); extern int clear_window(void); extern int redraw_window(void); extern int graphic_finish(void); extern int draw_string(int x, int y, const char *string, int length); extern int draw_char(int x, int y, int c); #ifdef HAVE_LIBSDL extern int sdl_draw_rect(int x_src, int y_src, int w, int h); #endif /* HAVE_LIBSDL */ #endif /* _GRAPHIC_H_ */ xsoldier-1.8/image.h0000644000175000017500000000201310276702755015261 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: image.h,v 1.4 2002/05/05 11:46:06 oohara Exp $ */ #ifndef IMAGE_H_INCLUDE #define IMAGE_H_INCLUDE #ifdef HAVE_LIBSDL #include typedef SDL_Surface Image; #else /* not HAVE_LIBSDL */ #include typedef struct { Pixmap pixmap; Pixmap mask; GC maskgc; int width, height; } Image; #endif /* not HAVE_LIBSDL */ extern void ReadFileToImage(const char *filename, Image **img); extern void PutImage(Image *img, int x, int y); extern void SplitImage(Image *img, Image ***imgs, int nsplit); extern void FreeImage(Image *img); extern void FreeImages(Image **imgs, int nimg); extern Image **ImageInit(const char *filename, int split); #ifdef GZIP #define GZ ".gz" #else #define GZ #endif #endif /* IMAGE_H_INCLUDE */ xsoldier-1.8/input.h0000644000175000017500000000102010276702755015333 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: input.h,v 1.5 2002/04/20 01:42:25 oohara Exp $ */ #ifndef _INPUT_H_ #define _INPUT_H_ extern int input_init(void); extern int event_handle(void); extern int event_handle_opening(void); extern int event_handle_ending(void); #endif /* _INPUT_H_ */ xsoldier-1.8/joystick.h0000644000175000017500000000072211620512346016030 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: joystick.h,v 1.3 2011/08/10 14:25:42 oohara Exp $ */ #if !defined _JOYSTICK_H_ #define _JOYSTICK_H_ extern void initJS(void); extern void readJS(void); #endif /* not _JOYSTICK_H_ */ xsoldier-1.8/key.h0000644000175000017500000000263310276702755014777 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: key.h,v 1.5 2002/04/21 19:16:39 oohara Exp $ */ #include #if !defined _KEY_H_ #define _KEY_H_ /* definitions of keys */ #ifdef HAVE_LIBSDL #define KeySym SDLKey #define UpKey SDLK_UP #define DownKey SDLK_DOWN #define LeftKey SDLK_LEFT #define RightKey SDLK_RIGHT #define ShotKey SDLK_LSHIFT #define SpeedUPKey SDLK_a #define SpeedDOWNKey SDLK_s #define PauseKey SDLK_p #define QuitKey SDLK_q #ifdef DEBUG #define WeaponChangeKey SDLK_w #define ClearEnemyShotKey SDLK_c #endif /* DEBUG */ #else /* not HAVE_LIBSDL */ #define UpKey XK_Up #define DownKey XK_Down #define LeftKey XK_Left #define RightKey XK_Right #define ShotKey XK_Shift_L #define SpeedUPKey XK_a #define SpeedDOWNKey XK_s #define PauseKey XK_p #define QuitKey XK_q #ifdef DEBUG #define WeaponChangeKey XK_w #define ClearEnemyShotKey XK_c #endif /* DEBUG */ #endif /* not HAVE_LIBSDL */ /* don't touch them */ #define Up (1L<<0) #define Down (1L<<1) #define Left (1L<<2) #define Right (1L<<3) #define Shot (1L<<4) #define SpeedUP (1L<<5) #define SpeedDOWN (1L<<6) #define Pause (1L<<7) #define Quit (1L<<8) #endif xsoldier-1.8/manage.h0000644000175000017500000000156010276702755015435 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: manage.h,v 1.2 2002/04/12 00:30:37 oohara Exp $ */ #if !defined _MANAGE_H_ #define _MANAGE_H_ extern CharManage *NewManage(int playerMax, int enemyMax); extern void ClearManage(CharManage *manage_temp); extern void ResetManage(CharManage *manage_temp); extern void DeleteManage(CharManage *Del); extern int NewObj(int mask, DelAtt (*action)(ObjData *my), DelAtt (*hit)(ObjData *my, ObjData *your), void (*realize)(ObjData *my, GrpData *grp)); extern void DelObj(CharObj *del); extern PlayerData *NewPlayerData(void); extern void ClearEnemyShotManage(CharManage *manage_temp); #endif xsoldier-1.8/opening.h0000644000175000017500000000063610276702760015643 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: opening.h,v 1.2 2002/04/12 00:31:40 oohara Exp $ */ #if !defined _OPENING_H_ #define _OPENING_H_ extern int Opening(void); #endif xsoldier-1.8/player.h0000644000175000017500000000174010276702760015475 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: player.h,v 1.3 2002/04/16 06:11:18 oohara Exp $ */ #if !defined _PLAYER_H_ #define _PLAYER_H_ extern void NewPlayer(int x, int y); extern void RestartPlayer(int x, int y); extern DelAtt PlayerAction(ObjData *my); extern DelAtt PlayerHit(ObjData *my, ObjData *your); extern void PlayerShot1(int x, int y, int speed, int angle, int attack); extern void PlayerShot2(int x, int y, int speed, int angle); extern DelAtt PlayerShotAct1(ObjData *my); extern DelAtt PlayerShotHit1(ObjData *my, ObjData *your); extern void PlayerShot3(int x, int y, int inertX, int attack); extern DelAtt PlayerShotAct3(ObjData *my); extern DelAtt PlayerShotHit3(ObjData *my, ObjData *your); extern void PlayerLosePower(void); #endif xsoldier-1.8/score.h0000644000175000017500000000076510276702761015323 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: score.h,v 1.3 2002/04/07 13:49:04 oohara Exp $ */ #if !defined _SCORE_H_ #define _SCORE_H_ extern int ReadHiscore(PlayerData *p); extern int MergeHiscore(PlayerData *p); extern int WriteHiscore(PlayerData *p); #endif xsoldier-1.8/sin.h0000644000175000017500000000073310276702761014774 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: sin.h,v 1.2 2002/04/07 13:42:02 oohara Exp $ */ #if !defined _SIN_H_ #define _SIN_H_ double dsin(int theta); int isin(int theta); #define dcos(i) dsin(i+90) #define icos(i) isin(i+90) #endif xsoldier-1.8/star.h0000644000175000017500000000122510276702761015151 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: star.h,v 1.3 2002/04/20 00:19:14 oohara Exp $ */ #ifndef STAR_H_INCLUDE #define STAR_H_INCLUDE extern void InitStarModule(unsigned int w, unsigned int h); extern int CreateStar(const char *filename, int pattern, int speed, int nstar); extern void DrawStar(int id); extern void ChangeStarParameter(int id, int speed); extern int DeleteAllStar(void); #endif /* STAR_H_INCLUDE */ xsoldier-1.8/version.h0000644000175000017500000000076411621241772015667 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: version.h,v 1.10 2011/08/12 15:17:14 oohara Exp $ */ #include #if !defined _VERSION_H_ #define _VERSION_H_ /* VERSION is defined in config.h because we use automake */ #define UPDATE "13 Aug 2011" #endif xsoldier-1.8/xsoldier.h0000644000175000017500000000571311275455543016042 0ustar00ooharaoohara00000000000000/* xsoldier, a shoot 'em up game with "not shooting" bonus * Copyright (C) 1997 Yuusuke HASHIMOTO * Copyright (C) 2002 Oohara Yuuma * * This is a copyleft program. See the file LICENSE for details. */ /* $Id: xsoldier.h,v 1.12 2009/11/08 05:47:15 oohara Exp $ */ /* HAVE_RAND */ #include #if !defined _XSOLDIER_H_ #define _XSOLDIER_H_ #include #include "image.h" /* #include #include */ #if ! defined(_XtIntrinsic_h) && ! defined(PIXEL_ALREADY_TYPEDEFED) typedef unsigned long Pixel; #define PIXEL_ALREADY_TYPEDEFED #endif #ifndef HAVE_RAND # define srand(x) srand48((long)x) # define rand() lrand48() #endif #ifndef WAIT #define WAIT 35000 #endif /* WAIT */ #define PIXMAP DATADIR "/games/xsoldier/" #define SCORE LOCALSTATEDIR "/games/xsoldier/" #define SCOREFILE "xsoldier.scores" #define MaxStage 8 #define ShotTiming 100 #define MaxLevel 80 #define FIRST1UP 200000 #define EVERY1UP 200000 /* attribute mask */ #define MPlayer (1L<<0) #define MPShot (1L<<1) #define MEnemy (1L<<2) #define MEShot (1L<<3) #define MItem (1L<<4) #ifndef True #define True 1 #endif /* True */ #ifndef False #define False 0 #endif /* FALSE */ /* death flag */ typedef enum {NoneDel,NullDel,ZakoDel,BossDel} DelAtt; /* basic data of object */ typedef struct { int used; int hitAtt; int hitMask; int Width,Height; int HarfW,HarfH; /* don't modify above */ /* shoot if shotTime >= ShotTiming */ int startTime; int shotTime; int kill; int HP; int Attack; int Point; DelAtt EnemyAtt; int X,Y; int oldX,oldY; int inertX,inertY; int Angle; int Speed; int Cnt[16]; int image; int showDamegeTime; int notShootingTime; int shouldAct; } ObjData; /* graphic data of object */ typedef struct { Image **image; int Width,Height; int HarfW,HarfH; } GrpData; /* prototype of object data */ typedef struct { ObjData Data; GrpData Grp; DelAtt (*Action)(ObjData *my); DelAtt (*Hit)(ObjData *my, ObjData *your); void (*Realize)(ObjData *my, GrpData *grp); } CharObj; /* table of objects */ typedef struct { CharObj **player; CharObj **enemy; CharObj New; int PlayerMax; int PlayerNum; int EnemyMax; int EnemyNum; /* frequently used objects */ CharObj EnemyShot; CharObj Bomb; CharObj LargeBomb; int Level; int Stage; int Loop; int Appear; int StageEnemy; int StageShotDown; int ZakoApp; int BossApp; int BossKill; int BossTime; int flag_maxlevel; int start_power; int showShootDown; int flag_nopausemessage; int program_should_quit; } CharManage; /* this is global because we have only one table */ typedef struct { char name[16]; int score; int stage; int loop; } Record; typedef struct { Record Rec[11]; int Ships; int Percent; int Next; } PlayerData; #endif xsoldier-1.8/GPL0000644000175000017500000004307610276702755014411 0ustar00ooharaoohara00000000000000 GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc. 675 Mass Ave, Cambridge, MA 02139, USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it. For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights. We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software. Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations. Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. GNU GENERAL PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program. You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. 2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions: a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change. b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License. c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program. In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License. 3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following: a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.) The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable. If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code. 4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance. 5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it. 6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License. 7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program. If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances. It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice. This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. 8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License. 9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS Appendix: How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) 19yy This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. Also add information on how to contact you by electronic and paper mail. If the program is interactive, make it output a short notice like this when it starts in an interactive mode: Gnomovision version 69, Copyright (C) 19yy name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program. You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. , 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Library General Public License instead of this License. xsoldier-1.8/LICENSE0000644000175000017500000000215410276702755015041 0ustar00ooharaoohara00000000000000$Id: LICENSE,v 1.4 2002/04/20 16:43:14 oohara Exp $ xsoldier, a shoot 'em up game with "not shooting" bonus Copyright (C) 1997 Yuusuke HASHIMOTO Copyright (C) 2002 Oohara Yuuma This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. A copy of GNU General Public License version 2 is included in the source code tarball. See the file GPL. The license by the original author of xsoldier, Yuusuke HASHIMOTO is also included. See the file old-doc/CONDITION. xsoldier-1.8/old-doc/0000777000175000017500000000000010277620660015352 5ustar00ooharaoohara00000000000000xsoldier-1.8/old-doc/ChangeLog.jp0000644000175000017500000000062510276702760017534 0ustar00ooharaoohara00000000000000v0.96 * GNU °ìÈ̸øÍÑ»ÈÍѵöÂú(GPL) ¤Ë½¾¤Ã¤ÆÇÛÉÛ * Linux joystick ¤Î¥µ¥Ý¡¼¥È * ¤¤¤¯¤Ä¤«ÌäÂ꤬¤¢¤Ã¤¿¤Î¤Ç¥¹¥³¥¢¤ò¥Æ¥­¥¹¥È¤ËÌ᤹ * ºÙ¤«¤¯¥Ð¥é¥ó¥¹Ä´À°(ËÜÅö¤«!?) v0.95a * ¤¤¤í¤¤¤í¤Ê´Ä¶­¤ËÂбþ¤¹¤ë°Ù¤Ë¥Ø¥Ã¥À¤È Makefile ¤ò¤¹¤³¤·½¤Àµ v0.95 * fj Àµ¼°¸ø³«ÈÇ¡¥fj.source ¤Ë¤Æ¥¢¥Ê¥¦¥ó¥¹ v0.94 * ³ØÆâÀµ¼°¸ø³« v0.9 * ¥¹¥³¥¢¥Õ¥¡¥¤¥ë¤ò¤¤¤Þ¤Þ¤Ç¤Î¥Æ¥­¥¹¥È·Á¼°¤«¤é¥Ö¥í¥Ã¥¯·Á¼°¤ËÊѤ¨¤ë * ³ØÆâ»ÃÄê¸ø³« ¥Æ¥¹¥È¥×¥ì¥¤¤ò¤¹¤ë xsoldier-1.8/old-doc/CONDITION0000644000175000017500000000140710276702760016622 0ustar00ooharaoohara00000000000000 XSOLDIER, a video-oriented game Copyright (C) 1997, Yuusuke HASHIMOTO s945750@educ.info.kanagawa-u.ac.jp This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. xsoldier-1.8/old-doc/COPYING0000644000175000017500000004307610276702760016414 0ustar00ooharaoohara00000000000000 GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc. 675 Mass Ave, Cambridge, MA 02139, USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it. For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights. We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software. Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations. Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. GNU GENERAL PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program. You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. 2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions: a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change. b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License. c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program. In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License. 3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following: a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.) The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable. If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code. 4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance. 5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it. 6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License. 7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program. If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances. It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice. This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. 8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License. 9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS Appendix: How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) 19yy This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. Also add information on how to contact you by electronic and paper mail. If the program is interactive, make it output a short notice like this when it starts in an interactive mode: Gnomovision version 69, Copyright (C) 19yy name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program. You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. , 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Library General Public License instead of this License. xsoldier-1.8/old-doc/README.1st0000644000175000017500000001266010276702760016742 0ustar00ooharaoohara00000000000000------------------------------------------------------------------------ xsoldier Version 0.9* README.1st ------------------------------------------------------------------------ * ¤Ï¤¸¤á¤Ë xsoldier ¤Ï X Window System ¾å¤Çưºî¤¹¤ë°ì¿ÍÍѤνĥ¹¥¯¥í¡¼¥ë ¥·¥å¡¼¥Æ¥£¥ó¥°¥²¡¼¥à¤Ç¤¹¡¥¥ë¡¼¥ë¤Ïñ½ãÌÀ²ò¤Ç¡¤¼«µ¡¤òÁà¤ê¼¡¡¹ ¤È¸½¤ì¤ëŨ¥­¥ã¥é¤ò¤Ò¤¿¤¹¤é¤ä¤Ã¤Ä¤±¤ë¤Î¤¬ÌÜŪ¤Ç¤¹¡¥Á´ 8¥¹¥Æ¡¼ ¥¸¤Ç¹½À®¤µ¤ì¡¤¥¹¥Æ¡¼¥¸¤ÎºÇ¸å¤Ë¤Ï¥Ü¥¹¥­¥ã¥é¤â¸½¤ì¤Þ¤¹¡¥ ------------------------------------------------------------------------ * ɬÍפʤâ¤Î xsoldier ¤ò¥³¥ó¥Ñ¥¤¥ë/¼Â¹Ô¤¹¤ë¤Ë¤Ï°Ê²¼¤Îʪ¤¬É¬ÍפǤ¹¡¥ 1) Unix, BSD, Linux Åù¤Î OS 2) X window system (256 ¿§°Ê¾åɽ¼¨¤Ç¤­¤ë X ¥µ¡¼¥Ð) 3) Xpm ¥é¥¤¥Ö¥é¥ê 4) C ¥³¥ó¥Ñ¥¤¥é xsoldier ¤Ï°Ê²¼¤Î¥·¥¹¥Æ¥à¤Çưºî³Îǧ¤µ¤ì¤Æ¤¤¤Þ¤¹¡¥ * Linux * SunOS 4.1.3 * FreeBSD(98) * HP-UX 9.05 * Indigo2 * Solaris 2.5.1 * AIX 4.1 ------------------------------------------------------------------------ * ¥¤¥ó¥¹¥È¡¼¥ë ɬÍפʤé Imakefile ¤ò½ñ¤­´¹¤¨¤Æ¤«¤é % xmkmf -a % make install ¤Ç½ª¤ê¤Þ¤¹¡¥xsoldier ¤Ç¤Ï Linux joystick ¤ËÂбþ¤·¤Æ¤¤¤Þ¤¹¡¥ Linux ¤ò»È¤Ã¤Æ¤¤¤Æ¡¤PC/AT ¤Î¥¸¥ç¥¤¥¹¥Æ¥£¥Ã¥¯¤ò¤ª»ý¤Á¤ÎÊý¤Ï À§ÈóÄ©À路¤Æ¤ß¤Æ²¼¤µ¤¤¡¥¥¸¥ç¥¤¥¹¥Æ¥£¥Ã¥¯Æ³Æþ¤Ë¤Ä¤¤¤Æ¤Ï README.joystick ¤ò»²¾È¤·¤Æ¤ß¤Æ²¼¤µ¤¤¡¥ xmkmf ¥³¥Þ¥ó¥É¤ÇºîÀ®¤µ¤ì¤¿ Makefile ¤Ç¥³¥ó¥Ñ¥¤¥ë¼ºÇÔ¤¹¤ë¤è ¤¦¤Ç¤·¤¿¤é % make -f Makefile.org ¤ò»î¤·¤Æ¤ß¤Æ²¼¤µ¤¤¡¥ ¥¹¥³¥¢¥Õ¥¡¥¤¥ë¤¬´û¤Ë¥¤¥ó¥¹¥È¡¼¥ë¤µ¤ì¤Æ¤¤¤ë¾ì¹ç¤Ë¤Ï % make update ¤Ë¤·¤Æ²¼¤µ¤¤¡¥¥¹¥³¥¢¥Õ¥¡¥¤¥ë¤ò¾å½ñ¤­¤·¤Þ¤»¤ó¡¥ ######################### ½ÅÍ× ########################### ver0.96 °ÊÁ°¤Î xsoldier ¤ò´û¤Ë¥¤¥ó¥¹¥È¡¼¥ë¤·¤Æ¤¤¤Æ¡¤²áµî¤Î ¥¹¥³¥¢¤ò·Ñ¾µ¤¹¤ëºÝ¤Ë¤Ï make update ¤»¤º¤Ë README.score ¥Õ¥¡ ¥¤¥ë¤ò»²¾È¤·¤Æ²¼¤µ¤¤¡¥ ########################################################## install »þ¤Ë Imakefile Ãæ¤Î PIXMAPDIR = SCOREDIR = BINDIR = ¤Ë½ñ¤­¹þ¤ß¸¢¸Â¤¬¤Ê¤¤¤È¥¤¥ó¥¹¥È¡¼¥ë½ÐÍè¤Þ¤»¤ó¡¥ (*) xsoldier ¤Ç¤Ï¾åµ­¥Ç¥£¥ì¥¯¥È¥ê¤«¤é¥¹¥³¥¢¥Õ¥¡¥¤¥ë¤È¥­¥ã¥é ¥Ç¡¼¥¿¤òÆÉ¤ß¹þ¤ß¤Þ¤¹¤Î¤Çɬ¤º make install ¤·¤Æ²¼¤µ¤¤¡¥ ÆÃ¸¢¥æ¡¼¥¶¤Ë¤Ê¤ì¤Ê¤¤¤Î¤Ê¤é¼«Ê¬¤Î¥Û¡¼¥à°Ê²¼¤Ë¾åµ­¥Õ¥¡¥¤ ¥ë¤òÃÖ¤¯¤Ê¤É¤·¤Æ²¼¤µ¤¤¡¥ (*) key.h ¤Ç¥²¡¼¥à¤Ë»ÈÍѤ¹¤ë¥­¡¼¤ò»ØÄê¤Ç¤­¤Þ¤¹¡¥ X11/keysymdef.h ¤ËÀë¸À¤µ¤ì¤Æ¤¤¤ë¥­¡¼¤ÇÄêµÁ¤·¤Æ²¼¤µ¤¤¡¥ xsoldier ¤Ç¤Ï ToolKit ¤Ï»ÈÍѤ·¤Æ¤¤¤Ê¤¤¤Î¤Ç¥ê¥½¡¼¥¹¤ÇÀß Äê½ÐÍè¤Þ¤»¤ó¤Î¤Ç¥³¥ó¥Ñ¥¤¥ë»þ¤Ë·èÄꤵ¤ì¤Þ¤¹¡¥ (**) ¼Â¹ÔÃæ¡Ö°Üư¥­¡¼¤ò²¡¤·¤Æ¤¤¤ë¤Î¤Ë(ÆÃ¤Ë¥Ê¥Ê¥á)ư¤«¤Ê¤¤¡× ¤Ê¤É¤Î¸½¾Ý¤¬¸«¤é¤ì¤ë¤è¤¦¤Ç¤·¤¿¤é ShotKey ¤ÎÄêµÁ¤òÂØ¤¨ ¤Æ¤ß¤Æ²¼¤µ¤¤¡¥¥­¡¼¥Ü¡¼¥É¤Ë¤è¤Ã¤Æ¤Ï¥­¡¼¤´¤È¤ÎÁêÀ­¤ß¤¿¤¤ ¤Ê¤â¤Î¤¬¤¢¤ë¤è¤¦¤Ç¤¹¡¥(¤È¸À¤Ã¤ÆÆ¨¤²¤ë) ------------------------------------------------------------------------ * ¥ª¥×¥·¥ç¥ó ¥³¥Þ¥ó¥É¹Ô¥ª¥×¥·¥ç¥ó¤Ï°Ê²¼¤ÎÄ̤ê¤Ç¤¹¡¥ -display X ¥µ¡¼¥Ð¤ò»ØÄꤷ¤Þ¤¹¡¥ -wait ¥¦¥¨¥¤¥È¤ò»ØÄꤷ¤Þ¤¹¡¥ Êѹ¹¤¹¤ë¤È¥Ï¥¤¥¹¥³¥¢¤ò¤À¤·¤Æ¤âÅÐÏ¿¤µ¤ì¤Þ¤»¤ó¡¥ -cmap ¥Ç¥Õ¥©¥ë¥È¥«¥é¡¼¥Þ¥Ã¥×¤ò»ÈÍѤ·¤Þ¤¹¡¥ xsoldier ¤Ïɽ¼¨²Äǽ¤Ê¿§¿ô¤¬¾¯¤Ê¤¤¤È¼Â¹Ô¤Ç¤­¤Þ¤»¤ó¡¥ ¤³¤ì¤ò»ØÄꤷ¤Ê¤¤¤È¥×¥é¥¤¥Ù¡¼¥È¥«¥é¡¼¥Þ¥Ã¥×¤ò»ÈÍÑ ¤·¤Þ¤¹¡¥ -score ¥Ï¥¤¥¹¥³¥¢ 10°Ì¤Þ¤Ç¤ò½ÐÎϤ·¤Þ¤¹¡¥ -help Usage ¥á¥Ã¥»¡¼¥¸¤ò½ÐÎϤ·¤Þ¤¹¡¥ (*) ¥ª¥×¥·¥ç¥ó¤ÏƬʸ»ú 1»ú¤ÇÂåÍѤ¬½ÐÍè¤Þ¤¹¡¥ ------------------------------------------------------------------------ * Í·¤ÓÊý % xsoldier ¤ÇÁá®ͷ¤ó¤Ç¤ß¤Þ¤·¤ç¤¦¡¥¥¤¥ó¥¹¥È¡¼¥ëÀè¤Ë PATH ¤ÏÄ̤äƤ¤¤ë ¤è¤Í? Ä̤äƤʤ±¤ì¤ÐÀ§ÈóÄ̤·¤Þ¤·¤ç¤¦¡¥(^^; ¡¦[space] ¥­¡¼¤Ç¥²¡¼¥à³«»Ï¤Ç¤¹¡¥ ¡¦¥«¡¼¥½¥ë¥­¡¼¤Ç¼«µ¡¤òư¤«¤·¡¤[º¸shift] ¤Ç¥·¥ç¥Ã¥È¤Ç¤¹¡¥ ¡¦Å¨¤ò¤ä¤Ã¤Ä¤±¤Æ¤¤¤ë¤È¡ÖÉð´ï¥Á¥§¥ó¥¸¡×¤È¡ÖÉð´ïPOWER¡×¤ò½Ð¤· ¤Æ¤¯¤ì¤Þ¤¹¡¥»Ä¤é¤º¼è¤Ã¤Æ¥Ñ¥ï¡¼¥¢¥Ã¥×¤ò¤·¤Þ¤·¤ç¤¦¡¥ ¡¦¼«µ¡¤Î¥¹¥Ô¡¼¥É¤Ï [a] ¤È [s] ¤ÇÄ´À᤬½ÐÍè¤Þ¤¹¡¥ ¡¦[p] ¤Ç¥Ý¡¼¥º¤¬¤«¤±¤ì¤Þ¤¹¡¥¥Ý¡¼¥º¤ËÃæ¤Ë [q] ¤ò²¡¤¹¤È¥¿¥¤¥È ¥ë²èÌ̤ËÌá¤ê¤Þ¤¹¡¥¥¿¥¤¥È¥ë¤Ç [q] ¤Ç¥²¡¼¥à½ªÎ»¤Ç¤¹¡¥ ¡¦¥¹¥Æ¡¼¥¸¤ÎºÇ¸å¤Ë¤Ï¥Ü¥¹¤¬¤¤¤Æ¡¤Åݤ»¤Ð¥¹¥Æ¡¼¥¸¥¯¥ê¥¢¤Ç¤¹¡¥ ¡¦¥¹¥Æ¡¼¥¸¥¯¥ê¥¢»þ¤Ë¤ÏŨ¤ÎÇ˲õΨ¤Ë±þ¤¸¤Æ¥Ü¡¼¥Ê¥¹¤¬Ì㤨¤Þ¤¹¡¥ ¡¦10ËüÅÀËè¤Ë¼«µ¡¤Î¥¹¥È¥Ã¥¯¤¬ 1UP ¤·¤Þ¤¹¡¥ ¡¦Á´ 8¥¹¥Æ¡¼¥¸¤Ç¤¹¡¥´èÄ¥¤Ã¤Æ¥¯¥ê¥¢¤òÌܻؤ·¤Æ²¼¤µ¤¤¡¥ ------------------------------------------------------------------------ * °·¤¤¤Ë¤Ä¤¤¤Æ Copyright (C) 1997 Yuusuke HASHIMOTO GNU General Public License ¤Ë½ñ¤«¤ì¤¿¾ò·ï²¼¤Ç¤Î²þ¤/ºÆÇÛÉÛ¤¬ ²Äǽ¤Ç¤¹¡¥¾Ü¤·¤¯¤Ï CONDITION ¤È COPYING ¤ò»²¾È¤·¤Æ²¼¤µ¤¤¡¥ ------------------------------------------------------------------------ * ´¶¼Õ¤Îµ¤»ý¤Á xsoldier ¸ø³«°ÊÍ衤¤µ¤Þ¤¶¤Þ¤ÊÊý¡¹¤«¤éưºî³Îǧ¤ÈÉÔ¶ñ¹ç/½¤Àµ¥Ñ ¥Ã¥Á¤ÎÏ¢Íí¥á¡¼¥ë¤ò夭¡¤¤È¤Æ¤â»²¹Í¤Ë¤Ê¤ê¤Þ¤·¤¿¡¥ ¤Þ¤¿ xsoldier ¤Ï ver0.96 ¤Ç JG (Japanese Games and amusements) ¥Ñ¥Ã¥±¡¼¥¸¤Ë´Þ¤Þ¤ì¤ë»ö¤Ë¤Ê¤ê¡¤¤½¤ÎºÝ¤Ë Imakefile ¤Î½ñ¤­Êý¤ä¡¤ ¥Ç¥Ð¥¤¥¹¤Î°·¤¤¤Ë¤Ä¤¤¤Æ JG ¥¹¥¿¥Ã¥Õ¤Î³§ÍͤˤªÀ¤Ïäˤʤê¤Þ¤·¤¿¡¥ ¤¢¤ê¤¬¤È¤¦¤´¤¶¤¤¤Þ¤¹¡¥m(_ _)m ------------------------------------------------------------------------ * ºÇ¸å¤Ë ¤³¤Î¥²¡¼¥à¤Î¼Â¹Ô¤Ë¤Ï·ë¹½¥Þ¥·¥ó¥Ñ¥ï¡¼¤¬É¬Íפˤʤê¤Þ¤¹¡¥ ¥×¥í¥°¥é¥à³«È¯¤È¥Ð¥é¥ó¥¹Ä´À°¤Ï ( pentium 120 / memory 48M / Stealth64 VideoVRAM 2M ) ¤Î AT¸ß´¹µ¡¾å¤Î Linux ¤Ç¹Ô¤¤¤Þ¤·¤¿¡¥ ¤Á¤Ê¤ß¤Ë²¶¤Î¥×¥í¥°¥é¥à¤¬Ì¤½Ï¤Ê°Ù source ¤¬Èó¾ï¤Ë¥­¥¿¥Ê¥¤¤Ç¤¹¡¥ »þ´Ö¤È¤ä¤ëµ¤¤¬¤¢¤Ã¤¿¤é½¤Àµ¤·¤¿¤¤¤È»×¤¤¤Þ¤¹¡¥ ¤Þ¤¿¼Â¹ÔÃæ¤Î¥Ð¥°¡¤¥Ð¥é¥ó¥¹Ä´À°¤Ê¤Éµ¤¤¬¤Ä¤¤¤¿»ö¤¬¤¢¤ê¤Þ¤·¤¿¤é s945750@educ.info.kanagawa-u.ac.jp ¤Þ¤Ç¥á¡¼¥ë¤ª´ê¤¤¤·¤Þ¤¹¡¥ ¤¢¤È¡¤xsoldier ¥Û¡¼¥à¥Ú¡¼¥¸¤ò³«Àߤ·¤Þ¤·¤¿¡¥ http://www.educ.info.kanagawa-u.ac.jp/~s945750/xsoldier.html ¤Ç¤¹¡¥¤è¤í¤·¤¯¤Ã (^^)/~ ¤½¤ì¤Ç¤Ï xsoldier ¤ò¤ª³Ú¤·¤ß²¼¤µ¤¤¡¥ ------------------------------------------------------------------------ 1997ǯ 3·î 1Æü ¿ÀÆàÀîÂç³Ø¾ðÊó²Ê³Ø²Ê3ǯ ¶¶ËÜ Í´²ð mailto:s945750@educ.info.kanagawa-u.ac.jp http://www.educ.info.kanagawa-u.ac.jp/~s945750 ------------------------------------------------------------------------ xsoldier-1.8/old-doc/README.joystick0000644000175000017500000000732310276702760020072 0ustar00ooharaoohara00000000000000------------------------------------------------------------------------ xsoldier Version 0.96 README.joystick ------------------------------------------------------------------------ * ¤Ï¤¸¤á¤Ë xsoldier ¤Ï¥·¥å¡¼¥Æ¥£¥ó¥°¥²¡¼¥à¤Ç¤¹¤¬¡¤ÁàºîÊýË¡¤Ï¥­¡¼¥Ü¡¼¥É ¤«¤é¤Î¤ß¤Ç¤¹¡¥¤¬¡¤¤½¤ì¤Ç¤Ï¾¯¡¹¥Ä¥é¥¤¤Î¤Ç¡¤PC/AT ¤Î¥¸¥ç¥¤¥¹¥Æ ¥£¥Ã¥¯¤ò»ÈÍѲÄǽ¤Ë¤·¤Þ¤·¤¿¡¥ ------------------------------------------------------------------------ * ɬÍפʤâ¤Î ¥¸¥ç¥¤¥¹¥Æ¥£¥Ã¥¯¤ò»ÈÍѲÄǽ¤Ë¤¹¤ë¤Ë¤Ï°Ê²¼¤Îʪ¤¬É¬ÍפǤ¹¡¥ 1) Linux ¥«¡¼¥Í¥ë 2.0·Ï (module ¤¬»ÈÍѲÄǽ¤Ç¤¢¤ë»ö) 2) ¥¸¥ç¥¤¥¹¥Æ¥£¥Ã¥¯¥É¥é¥¤¥Ð (module) 3) ¥¸¥ç¥¤¥¹¥Æ¥£¥Ã¥¯¥Ç¥Ð¥¤¥¹ (/dev/js0 or /dev/js1) 4) /usr/include/linux/joystick.h ÊÌÅÓ ftp ¤è¤êÆþ¼ê¤Ç¤­¤ë joystick-0.8.0.tar.gz ¤òƳÆþ¤¹¤ì¤Ð 2)-4) ¤Î¹àÌܤϥѥ¹¤Ç¤­¤Þ¤¹¡¥joystick-0.8.0 ¤Î README ¤ò»²¹Í ¤Ë¥«¡¼¥Í¥ë¤ËÁȤ߹þ¤ó¤Ç²¼¤µ¤¤¡¥ ------------------------------------------------------------------------ * ÁȤ߹þ¤ß¤Î¶ñÂÎÎã ²¶¤¬ÁȤ߹þ¤ó¤À¼ÂºÝÎã¤Ç¤¹¡¥¤¹¤Ù¤Æ¤Î´Ä¶­¤Çɬ¤º¤·¤âƱ¤¸¤Ë¤Ê¤é ¤Ê¤¤¤È»×¤¦¤Î¤Ç»²¹ÍÄøÅ٤ˤ·¤Æ²¼¤µ¤¤¡¥ 1, joystick.h ¥Õ¥¡¥¤¥ë¤ò /usr/include/linux/ ¤Ë¥³¥Ô¡¼¤¹¤ë¡¥ 2, make devs ¤Ç¥Ç¥Ð¥¤¥¹¥Õ¥¡¥¤¥ë¤òºîÀ®¤¹¤ë¡¥ 3, make joystick.o ¤Ç¥â¥¸¥å¡¼¥ë¤òºîÀ®¤¹¤ë¡¥ ¤³¤³¤Þ¤Ç¤Ï¶¦Ä̤À¤È»×¤¤¤Þ¤¹¡¥ 2 ¤È 3 ¤Ï make install ¤Ç¤Þ¤È¤á¤Æ¤ä¤Ã¤Æ¤¯¤ì¤Þ¤¹¡¥ ¤Ç¡¤²¶¤Ï¥â¥¸¥å¡¼¥ë¤ÎÁȤ߹þ¤ß¤Ë kerneld ¤ò»È¤Ã¤Æ¤¤¤ë¤Î¤Ç¡¤ 4, joystick.o ¤ò /lib/modules/2.0.23/misc/ ¤Ë¥³¥Ô¡¼¡¥ 5, /etc/conf.modules ¤Ë alias char-major-15 joystick ¤òµ­½Ò¡¥ 6, depmod -a ¤Ç /lib/modules/2.0.23/modules.dep ¤òºîÀ®¡¥ 7, linux ¤òºÆµ¯Æ°¡¥(ɬÍפʤ¤?) °Ê¾å¤Ç¤á¤Ç¤¿¤¯¥¸¥ç¥¤¥¹¥Æ¥£¥Ã¥¯¤¬»ÈÍѽÐÍè¤ë¤è¤¦¤Ë¤Ê¤ê¤Þ¤·¤¿¡¥ make install ¤Ç¥µ¥ó¥×¥ë¥×¥í¥°¥é¥à¤ò¥¤¥ó¥¹¥È¡¼¥ë¤·¤Æ¤¤¤ì¤Ð /usr/local/bin/js ¥³¥Þ¥ó¥É¤Ç³Îǧ¤¬¤Ç¤­¤Þ¤¹¡¥ ¾¤Ë¤â insmod ¤Ç¼êư¤ÇÁȤ߹þ¤ó¤Ç¤âÎɤ¤¤È»×¤¤¤Þ¤¹¡¥·«¤êÊÖ¤·¤Ë ¤Ê¤ê¤Þ¤¹¤¬¡¤¾Ü¤·¤¯¤Ï joystick ¤Î README ¤ò»²¹Í¤Ë¤·¤Æ²¼¤µ¤¤¡¥ ------------------------------------------------------------------------ * ËÜÌ¿(?)¤Î xsoldier ¤Î make Imakefile Ãæ¤Î /* #define JOYSTICK */ ¤Î¥³¥á¥ó¥È¤ò³°¤·¤Æ xmkmf -a ; make install ¤Ç½ª¤ê¤Þ¤¹¡¥ ¤â¤· xmkmf ¤Î¤Ï¤¯ Makefile ¤Ç¥À¥á¤Ç¤·¤¿¤é¡¤ make -f Makefile.joystick ¤ò»î¤·¤Æ¤ß¤Æ²¼¤µ¤¤¡¥ ------------------------------------------------------------------------ * ¤ó¤Ç¡¤¥µ¥ë¤Î¤è¤¦¤ËÍ·¤Ö¡¥(^^; ÁàºîÊýË¡¤Ï½½»ú¥­¡¼¤ÇÀïÆ®µ¡¤ÎÁàºî¡¥¡Ä¤½¤Î¤Þ¤Þ¤Ç¤¹¤Í¡¥ ¥Ü¥¿¥ó1 ¤Ç¥·¥ç¥Ã¥È¡¤¥Ü¥¿¥ó2 ¤Ç¥¹¥Ô¡¼¥É¥Á¥§¥ó¥¸¤Ç¤¹¡¥ ¥­¡¼¥Ü¡¼¥É¤È°ã¤¦¤Î¤Ï¥Ü¥¿¥ó2 ¤Î¥¹¥Ô¡¼¥É¥Á¥§¥ó¥¸¤Ç¡¤¥Ü¥¿¥ó¤ò²¡ ¤¹¤´¤È¤Ë¥¹¥Ô¡¼¥É¤¬¥¢¥Ã¥×¤·¤Æ¤¤¤­ºÇ¹â®¤Î¼¡¤ÏºÇÄ㮤ˤʤê¤Þ¤¹¡¥ ------------------------------------------------------------------------ * ¥¹¥¯¥ê¡¼¥ó¥»¡¼¥Ð¡¼¤ò»È¤Ã¤Æ¤¤¤ë¿Í¤Ï¡Ä ´ÖÈ´¤±¤Ê»ö¤Ë¥¸¥ç¥¤¥¹¥Æ¥£¥Ã¥¯¤Ç¤·¤Ð¤é¤¯Í·¤ó¤Ç¤¤¤ë¤È X ¤Î¥¤¥Ù ¥ó¥È¤¬µ¯¤³¤é¤Ê¤¤¤Î¤Ç¡¤¥¹¥¯¥ê¡¼¥ó¥»¡¼¥Ð¡¼¤¬µ¯Æ°¤·¤Æ¤·¤Þ¤¤¤Þ¤¹¡¥ xset ¤Ë¤è¤ë¥¹¥¯¥ê¡¼¥ó¥»¡¼¥Ð¡¼¤ò¤ª»È¤¤¤ÎÊý¤ÏÌäÂê¤Ê¤¤¤Î¤Ç¤¹¤¬¡¤ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ º£¤Î¤È¤³¤í xscreensaver ¤òËɤ°¼êΩ¤Æ¤¬¤ï¤«¤é¤Ê¤¤¤Î¤Ç¡¤ xscreensaver ¤ò¤ª»È¤¤¤ÎÊý¤Ï¥×¥í¥»¥¹¤ò»¦¤¹¤«»ß¤á¤ë¤«¤·¤Æ¥¹¥¯ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ¥ê¡¼¥ó¥»¡¼¥Ð¡¼¤òµ¯Æ°¤·¤Ê¤¤¤è¤¦¤Ë¤·¤Æ²¼¤µ¤¤¡¥ ------------------------------------------------------------------------ * ´¶¼Õ¤Îµ¤»ý¤Á Linux ¤Î¥¸¥ç¥¤¥¹¥Æ¥£¥Ã¥¯¥â¥¸¥å¡¼¥ë¤Î¸ºß¤È¤½¤Î»ÈÍÑÊýË¡¡¤ xsoldier-0.95 ¤Ø¤Î¥Ñ¥Ã¥Á¤òºîÀ®¤·¤Æ¤¤¤¿¤À¤­¤Þ¤·¤¿ Yasuhiro ¤µ¤ó¤Ë´¶¼Õ¤¤¤¿¤·¤Þ¤¹¡¥ ¤¢¤ê¤¬¤È¤¦¤´¤¶¤¤¤Þ¤·¤¿¡¥m(__)m ------------------------------------------------------------------------ 1997ǯ 3·î 1Æü ¿ÀÆàÀîÂç³Ø¾ðÊó²Ê³Ø²Ê3ǯ ¶¶ËÜ Í´²ð mailto:s945750@educ.info.kanagawa-u.ac.jp http://www.educ.info.kanagawa-u.ac.jp/~s945750 ------------------------------------------------------------------------ xsoldier-1.8/old-doc/README.score0000644000175000017500000000363510276702760017350 0ustar00ooharaoohara00000000000000------------------------------------------------------------------------ xsoldier Version 0.96 README.score ------------------------------------------------------------------------ ½Å Í× !! [version 0.96 °ÊÁ°¤Î xsoldier ¤ò¤ª»È¤¤¤ÎÊý¤Ø] ######################################################################## ##### xsoldier version 0.96 ¤Ë´Ø¤¹¤ë¥¹¥³¥¢¥Õ¥¡¥¤¥ë¤Î°·¤¤¤Ë¤Ä¤¤¤Æ ##### ######################################################################## ¡¦xsoldier ¤Ç¤Ï ver0.96 ¤è¤ê¥¹¥³¥¢¥Õ¥¡¥¤¥ë¤Î°·¤¤¤òÊѹ¹¤·¤Þ¤·¤¿¡¥ °ÊÁ°¤Ïfread fwrite ´Ø¿ô¤ò»È¤Ã¤Æ¥¹¥³¥¢¥Õ¥¡¥¤¥ë¤òÆÉ¤ß½ñ¤­¤·¤Æ¤¤¤¿¤ó¤Ç¤¹¤¬¡¤ º£²ó¤è¤ê sprintf sscanf ¤ò»ÈÍѤ·¤¿¥Æ¥­¥¹¥È·Á¼°¤Ç¥»¡¼¥Ö¤¹¤ë¤è¤¦¤Ë¤Ê¤Ã¤Æ ¤¤¤Þ¤¹¡¥¤³¤ì¤Ï fread fwrite ´Ø¿ô¤Î¤Ï¤¯¥³¡¼¥É¤¬´Ä¶­¤Ë°Í¸¤·¤Æ¤¤¤ë¤Î¤Ç¡¤ ¤³¤¦¤·¤¿´Ä¶­°Í¸¤ò¤Ê¤¯¤¹°Ù¤Ç¤¹¡¥ ¡¦¤³¤Î°Ù°ÊÁ°¤Î¥¹¥³¥¢¤È¤Î¶¦Â¸¤¬½ÐÍè¤Ê¤¯¤Ê¤Ã¤Æ¤¤¤Þ¤¹¡¥°ÊÁ°¤Î¥¹¥³¥¢¥Õ¥¡¥¤¥ë ¤¬´û¤Ë¥¤¥ó¥¹¥È¡¼¥ë¤µ¤ì¤Æ¤¤¤Æ¡¤make update ¤·¤Þ¤¹¤È¿·¤·¤¤ xsoldier ¤Ï¥¹ ¥³¥¢¤òÀµ¤·¤¯ÆÉ¤ß½ñ¤­½ÐÍè¤Þ¤»¤ó¡¥¤³¤¦¤·¤¿¾ì¹ç¤Ë¤Ï¤Þ¤³¤È¤Ë¤ª¼ê¿ô¤Ç¤¹¤¬¡¤ ¥Ñ¥Ã¥±¡¼¥¸ÉÕ°¤Î scorefile.txt ¤Ë¸½ºß¤Î¥é¥ó¥­¥ó¥°¤ò½ñ¤­¹þ¤ó¤Ç²¼¤µ¤¤¡¥ ¥¹¥³¥¢ ¼þ²ó¿ô ¥¹¥Æ¡¼¥¸¿ô ̾Á° ¤Î½ç¤Ë¤Ê¤Ã¤Æ¤¤¤Þ¤¹¡¥make install ¤ò¤¹¤ëÁ°¤Ë % xsoldier -s ¤Ç½ÐÎϤµ¤ì¤ë¥é¥ó¥­¥ó¥°¤ò½ñ¤­¹þ¤ó¤Ç¤«¤é make install ¤ò¤·¤Æ²¼¤µ¤¤¡¥ ¡¦¥Æ¥­¥¹¥È¤Ë¤Ê¤ë¤È¾¼Ô¤Ë¥¹¥³¥¢¤ò°­µº¤µ¤ì¤ä¤¹¤¯¤Ê¤ë¤È»×¤Ã¤Æ¥¹¥³¥¢¥Õ¥¡¥¤¥ë ¤Î¥Ñ¡¼¥ß¥Ã¥·¥ç¥ó¤Ï 644 ¤Ë¤·¡¤xsoldier ¼Â¹Ô¥Õ¥¡¥¤¥ë¤Ë¤Ï s ¥Ó¥Ã¥È¤òΩ¤Æ¤Æ ¤¢¤ê¤Þ¤¹¡¥¤â¤Á¤í¤ó¥¹¥³¥¢¥Õ¥¡¥¤¥ë°Ê³°¤Ë¤ÏÆÉ¤ß½ñ¤­¤·¤Ê¤¤¤Î¤Ç°Â¿´¤·¤ÆÍ·¤ó ¤Ç²¼¤µ¤¤¡¥(^^;; ------------------------------------------------------------------------ 1997ǯ 3·î 1Æü ¿ÀÆàÀîÂç³Ø¾ðÊó²Ê³Ø²Ê3ǯ ¶¶ËÜ Í´²ð mailto:s945750@educ.info.kanagawa-u.ac.jp http://www.educ.info.kanagawa-u.ac.jp/~s945750 ------------------------------------------------------------------------ xsoldier-1.8/pixmap/0000777000175000017500000000000010277620660015327 5ustar00ooharaoohara00000000000000xsoldier-1.8/pixmap/Boss1.xpm0000644000175000017500000012026610276702760017050 0ustar00ooharaoohara00000000000000/* XPM */ static char * Boss1_xpm[] = { "200 200 14 1", " c None", ". c #F2F2C4C44D4D", "X c #000000000000", "o c #808070702020", "O c #606060606060", "+ c #00000000A0A0", "@ c #C0C0A0A04040", "# c #686854541F1F", "$ c #202020202020", "% c #404040404040", 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OOOOOOOOOOOO...................... ##+@@# ", " +@@# ......................ooooooooooo &%%$ +++++++@@XXXXXX@###### &%%$ OOOOOOOOOOOO...................... +@@# ", " +@@# ......................ooooooooooo &%%$ +++++++@@@XXXX@@###### &%%$ OOOOOOOOOOOO...................... +@@# ", " +@@# ......................ooooooooooo &**$ +++++++@@@@@@@@@###### &**$ OOOOOOOOOOOO...................... +@@# ", " +@@# ......................ooooooooooo ** ++++++@@@@@@@@@###### ** OOOOOOOOOOOO...................... +@@# ", " +@@# .....................ooooooooooo ++++++@@@@@@@@@###### OOOOOOOOOOOO..................... +@@# ", " +@@# .....................ooooooooooo ++++++@@@@@@@@@###### OOOOOOOOOOOO..................... +@@# ", " +@@# .....................ooooooooooo +++++++@@@@@@@@##### OOOOOOOOOOOO..................... +@@# ", " +@@# .....................ooooooooooo ++++++@@@@@@@@##### OOOOOOOOOOOO..................... +@@# ", " +@@# .....................ooooooooooo ++++++@@@@@@@@##### OOOOOOOOOOOO..................... +@@# ", " +### .....................ooooooooooo ++++++@@@@@@@@##### OOOOOOOOOOOO..................... +### ", " .....................ooooooooooo ++++++@@@@@@@@##### OOOOOOOOOOOO..................... ", " ....................ooooooooooo ++++++@@@@@@@@##### OOOOOOOOOOOO.................... ", " ....................ooooooooooo +++++@@@@@@@@#### OOOOOOOOOOOO.................... ", " ....................ooooooooooo +++++@@@@@@@@#### OOOOOOOOOOOO.................... ", " ....................ooooooooooo +++++@@@@@@@@#### OOOOOOOOOOOO.................... ", " ....................ooooooooooo +++++@@@@@@@##### OOOOOOOOOOOO.................... ", " ....................ooooooooooo ++++@@@@@@@##### OOOOOOOOOOOO.................... ", " ....................ooooooooooo ++++@@@@@@@#### OOOOOOOOOOOO.................... ", " ...................ooooooooooo ++++@@@@@@@#### OOOOOOOOOOO&................... ", " ...............%%%%$$ooooooooo ++++@@@@@@@#### OOOOOOOOO&&&%%%%............... ", " .........%%%%%%%%%%%$$$ooooooo ++++@@@@@@@#### OOOOOOO&&&&%%%%%%%%%%%......... ", " ...%%%%%%%%%%%%%%%%%$$$$$ooooo +++@@@@@@@#### OOOOO&&&&&&%%%%%%%%%%%%%%%%%... ", " %%%%%%%%%%%%%%%%%%%$$$$$$$ooo +++@@@@@@@#### OOO&&&&&&&&%%%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%%%%%$$$$$$$$$$ +++@@@@@@@### &&&&&&&&&&%%%%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%%%%$$$$$$$$$$ ++++@@@@@@### &&&&&&&&&&%%%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%%%%$$$$$$$$$$ +++@@@@@@### &&&&&&&&&%%%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%%%%$$$$$$$$$ +++@@@@@@### &&&&&&&&&%%%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%%%$$$$$$$$$ +++@@@@@@### &&&&&&&&&%%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%%%$$$$$$$$$ +++@@@@@@### &&&&&&&&%%%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%%%$$$$$$$$ +++@@@@@@## &&&&&&&&%%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%%%$$$$$$$$ ++@@@@@@## &&&&&&&&%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%%$$$$$$$$ ++@@@@@@## &&&&&&&%%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%%$$$$$$$ ++@@@@@@## &&&&&&&%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%%$$$$$$$ ++@@@@@@## &&&&&&%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%$$$$$$$ @@@@@@@## &&&&&&%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%%$$$$$$ @@@@@@@# &&&&&&%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%$$$$$$ @@@@@@@@ &&&&&%%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%$$$$$ @@@@@@@@ &&&&&%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%$$$$$ &&&&&%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%$$$$$ &&&&%%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%%$$$$ &&&&%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%%$$$$ &&&%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%$$$$ &&&%%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%$$$$ &&&%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%$$$ &&%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%$$$ &&%%%%%%%%%%%%%% ", " %%%%%%%%%%%%$$$ &&%%%%%%%%%%%%% ", " %%%%%%%%%%%%$$ &%%%%%%%%%%%%%% ", " %%%%%%%%%%%%%$ &%%%%%%%%%%%%% ", " %%%%%%%%%%%%$ &%%%%%%%%%%%% ", " %%%%%%%%%%%%$ %%%%%%%%%%%%% ", " %%%%%% %%%%%% ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " "}; xsoldier-1.8/pixmap/Boss4.xpm0000644000175000017500000016747710276702760017072 0ustar00ooharaoohara00000000000000/* XPM */ static char * Boss4_xpm[] = { "300 200 19 1", " c None", ". c #F2F2C4C44D4D", "X c #00008080FFFF", "o c #808070702020", "O c #686854541F1F", "+ c #C0C0A0A04040", "@ c #00006060C0C0", "# c #AAAA88883434", "$ c #000040408080", "% c #000030306060", "& c #00007070E0E0", "* c #404040404040", "= c #000000000000", "- c #A0A000000000", "; c #606060606060", ": c #808080808080", "> c #202020202020", ", c #C0C0C0C0C0C0", "< c #00005050A0A0", " .XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ", " ..XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXo ", " ..OXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX+o ", " ...OXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX+oo ", " ...OOXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX+oooo ", " ....OXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX+oooo ", " .....OOXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX+ooooo ", " ......OO@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@+oooooo ", " .......OO@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@+ooooooo ", " .......#OO@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@++ooooooo ", " .......##OO@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@++#ooooooo ", " ......####OO@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@++##ooooooo ", " ......#####OO@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@++###ooooooo ", " ......######OO@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@++####oooooooo ", " ......#######OO@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@++#####oooooooo ", " ......########OO@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@++#######ooooooo ", " ......#########OO@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@++########ooooooo ", " ......##########OO@@@@@@@@@@@@@@@@@@$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$@@@@@@@@@@@@@@@@@@@++#########ooooooo ", " .......###########OO@@@@@@@@@@@@@@@@@@%$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$&&@@@@@@@@@@@@@@@@@@++##########ooooooo ", " .......############OO@@@@@@@@@@@@@@@@@%%%$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$&&&&@@@@@@@@@@@@@@@@@++###########ooooooo ", " .......#############OO@@@@@@@@@@@@@@@@%%%%%$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$&&&&&&&@@@@@@@@@@@@@@@@++############ooooooo ", " ......###############OO@@@@@@@@@@@@@@@%%%%%%%$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$&&&&&&&&&@@@@@@@@@@@@@@@++##############oooooo ", " ......################OO@@@@@@@@@@@@@@@%%%%%%%******************************************************************************************************************************************************************************************************&&&&&&&&&&&@@@@@@@@@@@@@@++###############ooooooo ", " ......#################OO@@@@@@@@@@@@@@%%%%%%%********************************************************************************************************************************************************************************************************&&&&&&&&&&&@@@@@@@@@@@@@++################ooooooo ", "......##################OO@@@@@@@@@@@@@%%%%%%%**********************************************************************************************************************************************************************************************************&&&&&&&&&&&@@@@@@@@@@@@++#################ooooooo ", "+....###################OO@@@@@@@@@@@@%%%%%%%%***********************************************************************************************************************************************************************************************************&&&&&&&&&&&@@@@@@@@@@@++##################ooooooo ", "+++=####################OO@@@@@@@@@@@%%%%%%%%*************************************************************************************************************************************************************************************************************&&&&&&&&&&&@@@@@@@@@@++####################oooooo ", "+++==###################OO@@@@@@@@@@%%%%%%%%****************************************************************************************************************************************************************************************************************&&&&&&&&&&@@@@@@@@@++#####################oooooO", "+++=-=##################OO@@@@@@@@@@%%%%%%%******************************************************************************************************************************************************************************************************************&&&&&&&&&&@@@@@@@@++######################oooOO", "+++=--=#################OO@@@@@@@@@%%%%%%%********************************************************************************************************************************************************************************************************************&&&&&&&&&&@@@@@@@++######################=OOOO", "+++=---=################OO@@@@@@@@%%%%%%%**********************************************************************************************************************************************************************************************************************&&&&&&&&&&@@@@@@++####################===OOOO", "+++=----=###############OO@@@@@@@%%%%%%%************************************************************************************************************************************************************************************************************************&&&&&&&&&&@@@@@++###################=--=OOOO", "+++=-----=##############OO@@@@@@%%%%%%%**************************************************************************************************************************************************************************************************************************&&&&&&&&&&@@@@++##################=---=OOOO", "+++=------=#############OO@@@@@%%%%%%%%***************************************************************************************************************************************************************************************************************************&&&&&&&&&&@@@++################==----=OOOO", "+++=------=#############OO@@@@@%%%%%%%*****************************************************************************************************************************************************************************************************************************&&&&&&&&&&@@++###############==-----=OOOO", "+++=------=#############OO@@@@%%%%%%%*******************************************************************************************************************************************************************************************************************************&&&&&&&&&&@++################=-----=OOOO", "+++=------=#############OO@@@%%%%%%%*********************************************************************************************************************************************************************************************************************************&&&&&&&&&&++################=-----=OOOO", "+++=------=############OOO@@%%%%%%%***********************************************************************************************************************************************************************************************************************************&&&&&&&&&++################=-----=OOOO", "+++=------=############OOO@@%%%%%%**************************************************************************************************************************************************************************************************************************************&&&&&&&++################=-----=OOOO", "+++=------=############OOO@%%%%%%****************************************************************************************************************************************************************************************************************************************&&&&&&++################=-----=OOOO", "+++=------=############OOO%%%%%%******************************************************************************************************************************************************************************************************************************************&&&&&++################=-----=OOOO", "+++=------=############OOO%%%%%%*******************************************************************************************************************************************************************************************************************************************&&&&++################=-----=OOOO", "+++=------=############OOO%%%%%*********************************************************************************************************************************************************************************************************************************************&&&++################=-----=OOOO", "+++=------=############OOO%%%%***********************************************************************************************************************************************************************************************************************************************&&++################=-----=OOOO", "+++=------=############OOO%%%************************************************************************************************************************************************************************************************************************************************&&++################=-----=OOOO", "+++=------=############OOO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;************************************************;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;++################=-----=OOOO", "+++=------=############OOOO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;:************************************************>;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;++################=-----=OOOO", "+++=------=############OOOO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;::************************************************>>;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;+++################=-----=OOOO", "+++=------=############OOOO;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;;;;;;;:::************************************************>>>;;;;;;;;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;+++################=-----=OOOO", "+++=------=############OOOOO;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;;;;;;::::************************************************>>>>;;;;;;;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;;;;,;;;>;;++++################=-----=OOOO", "+++=------=############OOOOO ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> :::::***********************************************>>>>> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ++++################=-----=OOOO", "+++=------=############OOOOO ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ::::::**********************************************>>>>> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ++++################=-----=OOOO", "+++=------=############OOOOO ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ::::::**********************************************>>>> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ++++################=-----=OOOO", "+++=------=############OOOOO ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ::::::**********************************************>>>> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ++++################=-----=OOOO", "+++=------=############OOOOO ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> :::::************;;;;;;;;;;;;;;;;;;;;**************>>>> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ++++################=-----=OOOO", "+++=------=############OOOOO ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> :::::************>;;;;;;;;;;;;;;;;;;:**************>>>> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ++++################=-----=OOOO", "+++=------=############OOOOO ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> :::::************>>;;;;;;;;;;;;;;;;::**************>>>> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ++++################=-----=OOOO", "+++=------=############OOOOO ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> :::::************>>>;;;;;;;;;;;;;;:::*************>>>>> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ++++################=-----=OOOO", "+++=------=############OOOOO ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> :::::************>>><<<<<<<<<<<<<<:::*************>>>> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ,;;;> ++++################=-----=OOOO", "+++=------=############OOOOO ,;=;> ,;=;> ,;=;> ,;=;> ,;=;> ,;=;> ,;=;> ,;=;> ,;=;> :::::************>>><<<<<<<<<<<<<<:::*************>>>> ,;=;> ,;=;> ,;=;> ,;=;> ,;=;> ,;=;> ,;=;> ,;=;> ++++################=-----=OOOO", "+++=------=############OOOOO ,===> ,===> ,===> ,===> ,===> ,===> ,===> ,===> ,===> ::::::***********>>><<<<<<<<<<<<<<:::*************>>>> ,===> ,===> ,===> ,===> ,===> ,===> ,===> ,===> ++++################=-----=OOOO", "+++=------==###########OOOOO === === === === === === === === === :::::***********>>><<<<<<<<<<<<<<:::*************>>>> === === === === === === === === ++++################=-----=OOOO", "+++=------=############OOOOO = = = = = = = = = :::::***********>>><<<<<<<<<<<<<<:::*************>>>> = = = = = = = = ++++################=-----=OOOO", "+++=-----=#############OOOOO :::::***********>>><<<<<<<<<<<<<<:::*************>>> ++++#################=----=OOOO", "+++=---==##############OOOOO :::::***********>>><<<<<<<<<<<<<<:::************>>>> ++++#################=----=OOOO", "+++=--=################OOOOO :::::***********>>><<<<<<<<<<<<<<:::************>>>> ++++##################=---=OOOO", "+++=-=#################OOOOO :::::***********>>><<<<<<<<<<<<<<:::************>>>> ++++###################=--=OOOO", "+++==##################OOOOO ::::***********>>><<<<<<<<<<<<<<:::************>>>> ++++####################=-=OOOO", "+++####################OOOOO ::::***********>>><<<<<<<<<<<<<<:::************>>>> ++++####################=-=OOOO", "+++####################OOOOO :::::**********>>><<<<<<<<<<<<<<:::************>>> ++++#####################==OOOO", "+++####################OOOOO :::::**********>>><<<<<<<<<<<<<<:::************>>> ++++######################OOOOO", "+++####################OOOOO :::::**********>>><<<<<<<<<<<<<<:::***********>>>> ++++######################OOOOO", "+++####################OOOOO :::::**********>>><<<<<<<<<<<<<<:::***********>>>> ++++######################OOOOO", "+++####################OOOOO :::::**********>>><<<<<<<<<<<<<<:::***********>>>> ++++######################OOOOO", "+++####################OOOOO ::::*******>;;>>><<<<<<<<<<<<<<:::;;:********>>>> ++++######################OOOOO", "+++####################OOOOO ::::*******>;;;>><<<<<<<<<<<<<<::;;;:********>>> ++++######################OOOOO", "+++####################OOOOO ::::*******>>;;;><<<<<<<<<<<<<<:;;;:::*******>>> ++++######################OOOOO", "+++####################OOOOO ::::*******>>;;;;<<<<<<<<<<<<<<;;;;:::*******>>> ++++######################OOOOO", "+++####################OOOOO :::::******>> :::*******>>> ++++######################OOOOO", "+++####################OOOOO :::::*****>>> :::******>>>> ++++######################OOOOO", "+++####################OOOOO :::::*****>>> ::******>>> ++++######################OOOOO", "+++####################OOOOO ::::*****>>> :::*****>>> ++++######################OOOOO", "+++####################OOOOO ::::*****>> :::*****>>> ++++######################OOOOO", "+++####################OOOOO ::::****>>> :::*****>>> ++++######################OOOOO", "+++####################OOOOO ::::****>>> :::*****>>> ++++######################OOOOO", "+++####################OOOOO ::::****>>> ::*****>>> ++++######################OOOOO", "+++####################OOOOO ::::****>> :::***>>> ++++######################OOOOO", "+++####################OOOOO :::::**>>> :::***>>> ++++######################OOOOO", "+++####################OOOOO ::::**>>> :::***>>> ++++######################OOOOO", "+++####################OOOOO ::::**>>> :::***>>> ++++######################OOOOO", "+++####################OOOOO ::::**>> ::***>>> ++++######################OOOOO", "+++####################OOOOO ::::*>>> :::**>> ++++######################OOOOO", "+++####################OOOOO ::::*>>> :::**>> ++++######################OOOOO", "+++####################OOOOO ::::*>>> :::*>>> ++++######################OOOOO", "+++####################OOOOO :::>>> :::*>>> ++++######################OOOOO", "+++###################OOOOOO :::>>> :::*>>> ++++######################OOOOO", "+++###################OOOOOO :::>>> :::>>> ++++######################OOOOO", "+++###################OOOOOO :::>>> :::>> ++++######################OOOOO", "+++###################OOOOOO :::>> :::>> ++++######################OOOOO", "+++###################OOOOOO :::>> :::>> ++++######################OOOOO", "+++###################OOOOOO :::>> :::>> ++++######################OOOOO", "+++###################OOOOO ::>> ::>> ++++######################OOOOO", "+++###################OOOOO ::> ::>> ++++######################OOOOO", "+++###################OOOOO ::> ::> ++++######################OOOOO", "+++###################OOOOO ::> ::> ++++######################OOOOO", "+++###################OOOOO : ::> ++++######################OOOOO", "+++###################OOOOO : : ++++######################OOOOO", "+++###################OOOOO : : ++++######################OOOOO", "+++###################OOOOO : : ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO 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"+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++###################OOOOO ++++######################OOOOO", "+++##o################OOOOO ++++#####################oOOOOO", "++++ooo###############OOOOO ++++###################ooooOOOO", "++oooooo##############OOOOO ++++##################ooooooOOO", "+ooooooooo############OOOOO ++++#################oooooooooO", "ooooooooooo###########OOOOO ++++###############oooooooooooo", " ooooooooooo##########OOOOO ++++##############oooooooooooo ", " ooooooooooo#########OOOOO ++++############oooooooooooo ", " ooooooooooo########OOOOO ++++###########oooooooooooo ", " oooooooooo#######OOOOO ++++##########ooooooooooo ", " ooooooooooo#####OOOOO ++++########oooooooooooo ", " ooooooooooo####OOOOO ++++#######oooooooooooo ", " ooooooooooo###OOOOO ++++######ooooooooooo ", " ooooooooooo##OOOOO ++++####oooooooooooo ", " oooooooooo#OOOOO ++++###ooooooooooo ", " ooooooooooOOOOO 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oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ........ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ", " oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo .......ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ", " ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo .....ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ", " oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ...ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ", " oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ..oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ", " ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo .oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ", " ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ", " ", " ", " ", " ", " ", " ", " ", " ", " "}; xsoldier-1.8/scorefile.txt0000644000175000017500000000023710276702761016545 0ustar00ooharaoohara00000000000000110000 1 8 hachi 100000 1 8 pochi 90000 1 7 nao 80000 1 7 ryu 70000 1 6 zuno 60000 1 6 draemon 50000 1 3 hoge 40000 1 5 yoko 30000 1 5 tsuyoshi 20000 1 4 tama xsoldier-1.8/xsoldier.60000644000175000017500000000340210276702761015746 0ustar00ooharaoohara00000000000000.\" $Id: xsoldier.6,v 1.4 2002/05/05 11:13:08 oohara Exp $ .TH XSOLDIER 6 "Sat, 6 Apr 2002" .SH NAME xsoldier \- a space-based shoot'em up game .SH SYNOPSIS .B xsoldier .RB [ "\-dwcsh" ] .RB [ "\-display" name] .RB [ "\-wait" number] .RB [ "\-cmap" ] .RB [ "\-score" ] .RB [ "\-help" ] .RB [ "\-maxlevel" ] .SH DESCRIPTION This manual page was written for the Debian GNU/Linux distribution because the original program does not have a manual page. .PP .B xsoldier is a space-based shoot'em up game. You fly around and try to kill everything that moves... and everything that doesn't move... You get the idea. .SH OPTIONS .TP .BR "\-d, \-display" " name" The (X window) display on which you want to play the game. .TP .BR "\-w, \-wait" " number" Set the speed of the game. A higher number means the game runs slower. If you use this option the ranking mode is turned off. .TP .BR "\-c, \-cmap" Do nothing (only for backward compatibility). .TP .BR "\-s, \-score" Show the TOP10 soldiers, i.e. the highscore. .TP .BR "\-h, \-help" Show a short help text and exit. .TP .BR "\-maxlevel" Force max level enemy attack, making your life really harder. .TP .BR "\-nopausemessage" Don't show "Press [p] to resume game." message when the game is paused. Useful for capturing a screen snapshot. .SH BUGS Please report any bugs you find to Yuusuke HASHIMOTO .SH LICENSE .B xsoldier is covered by the GNU General Public License (GPL). .SH AUTHOR Yuusuke HASHIMOTO .PP This manual page was written by Uwe Hermann , for the Debian GNU/Linux system (but may be used by others). Modified by Oohara Yuuma . .SH SEE ALSO .BR xbat (6), .BR chromium (6), .BR powermanga (6), .BR xkobo (6).