📄 brutalfighting.h
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#include "AEEModGen.h" // Module interface definitions
#include "AEEAppGen.h" // Applet interface definitions
#include "AEEShell.h" // Shell interface definitions
#include "AEEFile.h" // File interface definitions
#include "AEEGraphics.h" //Graphics interface definitions
#include "AEEStdLib.h"
#include "AEELicense.h"
#include "AEENet.h"
#include "aeestdlib.h"
#include "AEEHtmlViewer.h"
#include "AEEText.h"
#include "AEETAPI.h"
#include "AEEMedia.h" //Media interface definitions
#include "AEESound.h" //Sound interface definitions
#include "BrutalFighting_res.h" //game resource
#include "BrutalFighting.bid"
#define NUMBER_OF_ENEMY (6) // excluded custom enemy
#define PICTURE_OFFSET_X (15)// picture offset x
#define PICTURE_OFFSET_Y (43)// picture offset y
#define PICTURE_STEP_X (59)// picture step x
#define IDLE_TIME (10)// idle time
#define DELAY_TIME (100)// delay time
#define WASTE_TIME (5) // waste time
#define ISOUND_TIME (500)// isound time
#define OFFSET_IMAGE_FONT_W (7) // offset image font width
#define OFFSET_IMAGE_FONT_H (7) // offset image font hight
//select enemy
#define SELECT_ENEMY_FOOTWORK_Y1 (-1) // select enemy footwork y1
#define SELECT_ENEMY_FOOTWORK_Y2 (2) // select enemy footwork y2
#define SELECT_ENEMY_FOOTWORK_STEP_Y (1) // select enemy footwork step y
#define SELECT_ENEMY_STATUS_OFFSET_X (16) // select enemy status offset x
#define SELECT_ENEMY_STATUS_OFFSET_Y (93) // select enemy status offset y
#define ENEMY_MAX_STR (10) // enemy max str
#define ENEMY_MAX_FLEE (100)// enemy max flee
#define PLAYER_MAX_STR (30) // player max str
#define PLAYER_MAX_SP_POWER (10) // player max sp power
#define MAX_HP (60) // pixel max HP
#define MAX_SP (60) // pixel max SP
#define MAX_TIME (5999000) // max time 99.59 minutes
#define HUD_ENEMY_HP_HEIGHT (8)//8
#define HUD_ENEMY_HP_X (1) // enemy HP x
#define HUD_ENEMY_HP_Y (1) // enemy HP y
#define HUD_PLAYER_HP_HEIGHT (5)// player HP height
#define HUD_PLAYER_HP_X (67)// player HP x
#define HUD_PLAYER_HP_Y (1) // player HP y
#define HUD_PLAYER_SP_HEIGHT (5)// player SP height
#define HUD_PLAYER_SP_X (67)// player SP x
#define HUD_PLAYER_SP_Y (9) // player SP y
#define PLAYER_FOOTWORK_FPS (0) // player footwork FPS
#define PLAYER_FOOTWORK_X1 (-3)// player footwork x1
#define PLAYER_FOOTWORK_X2 (3) // player footwork x2
#define PLAYER_FOOTWORK_Y1 (-4)// player footwork y1
#define PLAYER_FOOTWORK_Y2 (4) // player footwork y2
#define PLAYER_FOOTWORK_STEP_X (4) // player footwork step x
#define PLAYER_FOOTWORK_STEP_Y (8) // playwr footwork step y
#define PLAYER_FOOTWORK_LEFT_OFFSET_X (-30)// player footwork left offset x
#define PLAYER_FOOTWORK_LEFT_OFFSET_Y (30)// player footwork left offset y
#define PLAYER_FOOTWORK_RIGHT_OFFSET_X (30)// player footwork right offset x
#define PLAYER_FOOTWORK_RIGHT_OFFSET_Y (40)// player footwork right offset y
//game play offset
#define PLAYER_DODGE_LEFT_Y (125)// player dodge left y
#define PLAYER_DODGE_LEFT_X (-10)// player dodge left x
#define PLAYER_DODGE_RIGHT_Y (130)// player dodge right y
#define PLAYER_DODGE_RIGHT_X (96) // player dodge rightx
#define PLAYER_RIGHTFIST_LEFT_X (-19)// player rightfist left x
#define PLAYER_RIGHTFIST_LEFT_Y (26) // player rightfist left y
#define PLAYER_RIGHTFIST_RIGHT_X (14) // player rightfist right x
#define PLAYER_RIGHTFIST_RIGHT_Y (60) // player rightfist right y
#define PLAYER_REST_LEFT_X (-11)// player rest left x
#define PLAYER_REST_LEFT_Y (2) // player rest left y
#define PLAYER_REST_RIGHT_X (11) // player rest right x
#define PLAYER_REST_RIGHT_Y (-8) // player rest right y
#define PLAYER_RESTSP_LEFT_X (10) // player restsp left x
#define PLAYER_RESTSP_LEFT_Y (-23)// player restsp left y
#define PLAYER_RESTSP_RIGHT_X (-10)// player restsp right x
#define PLAYER_RESTSP_RIGHT_Y (-23)// player restsp right y
#define PLAYER_LEFTFIST_LEFT_X (0) // player leftfist left x
#define PLAYER_LEFTFIST_LEFT_Y (8) // player leftfist left y
#define PLAYER_LEFTFIST_RIGHT_X (10) // player leftfist right x
#define PLAYER_LEFTFIST_RIGHT_Y (26) // player leftfist right y
#define PLAYER_UPPEROUT_LEFT_X (-19)// player upperout left x
#define PLAYER_UPPEROUT_LEFT_Y (26) // player upperout left y
#define PLAYER_UPPEROUT_RIGHT_X (40) // player upperout right x
#define PLAYER_UPPEROUT_RIGHT_Y (0) // player upperout right y
#define ENEMY_FOOTWORK_FPS (0) // enemy footwork FPS
#define ENEMY_FOOTWORK_X1 (-3) // enemy footwork x1
#define ENEMY_FOOTWORK_X2 (3) // enemy footwork x2
#define ENEMY_FOOTWORK_Y1 (-1) // enemy footwork y1
#define ENEMY_FOOTWORK_Y2 (4) // enemy footwork y2
#define ENEMY_FOOTWORK_STEP_X (2) // enemy footwork step x
#define ENEMY_FOOTWORK_STEP_Y (4) // enemy footwork step y
#define ENEMY_BODY_OFFSET_X (0) // enemy body offset x
#define ENEMY_BODY_OFFSET_Y (6) // enemy body offset y
#define ENEMY_ACTION_STAY (5) // enemy action stay
#define ENEMY_FALL_DOWN_STEP (10) // enemy fall down step
#define NUMBER_OF_HEAD_TYPE (1) // number of head type
#define NUMBER_OF_BODY_TYPE (1) // number of body type
#define ENEMY_HEAD_NORMAL_Y (-24) // enemy head normal y
#define ENEMY_HEAD_NORMAL_X (-5) // enemy head normal x
#define ENEMY_HEADFOOTWORKX (52) // enemy head footwork x
#define ENEMY_BODY_NORMAL_X (10) // enemy body normal x
#define ENEMY_BODY_NORMAL_Y (0) // enemy body normal y
#define ENEMY_DODGE_HEAD_X (59) // enemy dodge head x
#define ENEMY_DODGE_HEAD_Y (77) // enemy dodge head y
#define ENEMY_DODGE_BODY_X (20) // enemy dodge body x
#define ENEMY_DODGE_BODY_Y (1) // enemy dodge body y
#define ENEMY_ULG1_HEAD_X (47) // enemy ulg1 head x
#define ENEMY_ULG1_HEAD_Y (73) // enemy ulg1 head y
#define ENEMY_ULG1_BODY_X (20) // enemy ulg1 body x
#define ENEMY_ULG1_BODY_Y (15) // enemy ulg1 body y
#define ENEMY_ULG1_HIT_X (62) // enemy ulg1 hit x
#define ENEMY_ULG1_HIT_Y (118) // enemy ulg1 hit y
#define ENEMY_URG1PLAYERUP_HEAD_X (37) // enemy urg1 player Uppercut head x
#define ENEMY_URG1PLAYERUP_HEAD_Y (73) // enemy urg1 player Uppercut head y
#define ENEMY_URG1PLAYERUP_BODY_X (15) // enemy urg1 player Uppercut body x
#define ENEMY_URG1PLAYERUP_BODY_Y (0) // enemy urg1 player Uppercut body y
#define ENEMY_URG1PLAYERUP_HIT_X (57) // enemy urg1 player Uppercut hit x
#define ENEMY_URG1PLAYERUP_HIT_Y (113) // enemy urg1 player Uppercut hit y
#define ENEMY_G1UR_HEAD_X (37) // enemy g1ur head x
#define ENEMY_G1UR_HEAD_Y (62) // enemy g1ur head y
#define ENEMY_G1UR_BODY_X (15) // enemy g1ur body x
#define ENEMY_G1UR_BODY_Y (0) // enemy g1ur body y
#define ENEMY_G1UR_HIT_X (63) // enemy g1ur hit x
#define ENEMY_G1UR_HIT_Y (108) // enemy g1ur hit y
#define ENEMY_URNORMAL_HEAD_X (67) // enemy urnormal head x
#define ENEMY_URNORMAL_HEAD_Y (73) // enemy urnormal head y
#define ENEMY_URNORMAL_BODY_X (20) // enemy urnormal body x
#define ENEMY_URNORMAL_BODY_Y (11) // enemy urnormal body y
#define ENEMY_URNORMAL_HIT_X (31) // enemy urnormal hit x
#define ENEMY_URNORMAL_HIT_Y (118) // enemy urnormal hit y
#define ENEMY_PULNORMAL_HEAD_X (57) // enemy pulnormal head x
#define ENEMY_PULNORMAL_HEAD_Y (73) // enemy pulnormal head y
#define ENEMY_PULNORMAL_BODY_X (20) // enemy pulnormal body x
#define ENEMY_PULNORMAL_BODY_Y (11) // enemy pulnormal body y
#define ENEMY_PULNORMAL_HIT_X (96) // enemy pulnormal hit x
#define ENEMY_PULNORMAL_HIT_Y (123) // enemy pulnoraml hit y
#define HIGHRECORD_x (10) // highrecord x
#define HIGHRECORD_Y (25) // highrecord y
#define HIGHRECORD_HIGHT (10) // highrecord hight
#define SELECT_OFFSET (15) // select offset
#define SELECT_RECT_X (60) // select rect x
#define SELECT_RECT_Y (10) // select rect y
#define SELECT_RECT_HIGHT (6) // select rect hight
#define MAIN_POS (8) // MAIN POS
#define SElECT_BODY_OFFSET_X (40) // select body offset x
#define SElECT_BODY_OFFSET_Y (-10) // setect body offset y
#define SElECT_HEAD_OFFSET_X (30) // select head offset x
#define SElECT_HEAD_OFFSET_Y (54) // select head offset y
#define MENU_NEWGAME (0) // menu newgame stats
#define MENU_SETUP (1) // menu setup stats
#define MENU_HELP (2) // menu help stats
#define MENU_ABOUT (3) // menu adout stats
#define MENU_EXIT (4) // menu exit stats
#define MENU_COUNT (5) // menu count stats
#define SPACE_BETWEEN_ROW (2) // space between row
typedef struct _MainMenuWindow
{
int m_Status;
AECHAR m_MenuValue[5][20];
IImage* m_pImgTitle;
}MainMenuWindow;
typedef enum _BrutalFightingState
{
WIN_ID_MENU, //MENU
WIN_ID_SELECT, //select enemy
WIN_ID_GAME, //GAME
WIN_ID_ABOUT, //ABOUT
WIN_ID_HELP, //HELP
WIN_ID_SETUP, //setup
WIN_ID_HIGHSCORE, //HIGHSCORE
WIN_ID_ADOUT, //adout
WIN_ID_STOP, //stop
WIN_ID_NOSPACE,
WIN_ID_DEMO
}BrutalFightingState;
typedef struct _History
{
uint32 ione;
uint32 itwo;
uint32 ithree;
uint32 ifour;
uint32 ifive;
uint32 ione1;
uint32 itwo1;
uint32 ithree1;
uint32 ifour1;
uint32 ifive1;
uint32 ione2;
uint32 itwo2;
uint32 ithree2;
uint32 ifour2;
uint32 ifive2;
uint32 ione3;
uint32 itwo3;
uint32 ithree3;
uint32 ifour3;
uint32 ifive3;
uint32 ione4;
uint32 itwo4;
uint32 ithree4;
uint32 ifour4;
uint32 ifive4;
uint32 ione5;
uint32 itwo5;
uint32 ithree5;
uint32 ifour5;
uint32 ifive5;
char num[3];
}History;
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