The final(?) edition of el14jbed's ELEC2645 project
Dependencies: N5110 SDFileSystem mbed
Jacob Markl 200852678
Arrays.h
- Committer:
- horizontalwolf
- Date:
- 2016-05-05
- Revision:
- 0:cba7494d5dff
File content as of revision 0:cba7494d5dff:
/** @file Arrays.h @brief The header file containing the global arrays and sprites. @brief Revision 9.9. @author Jacob Markl @date May 2016 */ #ifndef Arrays_H #define Arrays_H struct State { int mapno; /*!< map number for current state */ int next_state[4]; /*!< next state (depending on direction up,right,down,left) */ int mobcode; /*!< identifyer for what arangement of mobs appear on the map */ int cleared; /*!< 0 if not clear, 1 if cleared */ }; typedef struct State STyp; STyp fsm[8] = { {1,{0,1,0,0},0,1}, {2,{1,1,2,0},1,0}, {3,{1,3,2,2},2,0}, {4,{3,4,3,2},3,0}, {5,{5,4,6,3},0,1}, {6,{5,5,4,5},4,0}, {7,{4,7,6,6},5,0}, {8,{7,7,7,6},6,0} };/*!< the FSM for the first level */ /* level 2 map [9][10][11] [1][4][5] [13][8] [7][10][12] */ STyp lvl2fsm[11] = { {1,{0,1,0,0},0,1}, //0 {4,{1,2,1,0},3,0}, //1 {5,{4,2,3,1},0,1}, //2 {7,{2,6,3,3},5,0}, //3 {9,{4,5,2,4},7,0}, //4 {10,{5,7,5,4},8,0}, //5 {10,{6,8,6,3},8,0}, //6 {11,{7,7,9,5},9,0}, //7 {12,{9,8,8,6},10,0},//8 {13,{7,10,8,9},11,0},//9 {8,{10,10,10,9},6,0}//10 };/*!< The FSM for the second level */ STyp cfsm[11]; int const g_menuscreen[15][84] = { // 0 1 2 3 4 5 6 7 8 // 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1}, {1,0,1,0,0,0,1,1,1,0,0,1,0,0,0,0,0,0,1,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,1,1,0,0,1,1,1,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1}, {1,1,1,0,0,0,1,0,0,0,0,0,1,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1,1,1,1,0,1,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,1,0,0,0,1}, {1,1,1,0,0,0,0,1,0,1,1,1,1,0,0,1,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,1}, {1,0,1,0,1,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1}, {1,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1,1,1,1,1}, {1,1,1,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,1,1,1,0,0,0,0,1,0,0,0,1,0,0,1,1,1,0,0,1,0,0,1,1}, {1,1,1,0,1,0,1,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,0,1,1,1,0,0,1,0,0,0,0,1,1,1,0,1,1,1,0,1,0,1,0,0,1,0,1,1,1}, {1,0,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,1,1,0,0,1,0,1,1,1,1,1,0,0,1,0,1,0,1,0,1,0,1,1,1,0,1,1,1,1,1,1}, {1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1,1,1,0,1,0,0,0,0,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,1,0,0,0,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,1,0,1,1,1,1,0,0,0,1,1,1,1,1,1,0,1,1,1,0,0,1,0,1,0,1,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,1,0,0,0,1,1,1,1,1,0,0,0,0,1,0,0,1,1,1,1,1,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,0,0,1,0,1,1,1,0,1,1,0,0,1,0,1,1,1,0,0,0,1,1,1,0,0,1,0,0,0,1,1,1,0,0,1,0,1,0,1,0,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, }; /*!< menu screen array */ int const g_LoZ[48][84] = { // 0 1 2 3 4 5 6 7 8 // 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 {0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0},//1 {0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0},//2 {0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0},//3 {0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0},//4 {0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0,0,0,1,1,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0},//5 {0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0},//10 {0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0}, 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{0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0},//48 };/*!< intro screen array */ //##################### MAPS #################### /* level 1 map 12 6 345 78 */ /* level 2 map [9][10][11] [1][4][5] [13][8] [7][10][12] */ // for maps rock = 1,exit = 2, , doorup = 4, doorright = 5, doordown = 6, doorleft = 7 int const g_map_1[8][8]= { {1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,5}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,1,1,1,1,1,1,1}, };/*!< 1st map array*/ int const g_map_2[8][8]= { {1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,1}, {1,0,1,1,0,1,0,1}, {1,0,1,1,0,0,0,1}, {7,0,1,1,1,0,0,1}, {1,1,1,1,1,0,0,1}, {1,1,1,0,0,0,0,1}, {1,1,1,6,1,1,1,1}, };/*!< 2nd map array */ int const g_map_3[8][8]= { {1,1,1,4,1,1,1,1}, {1,0,0,0,1,1,0,1}, {1,0,0,1,1,0,1,1}, {1,0,1,1,0,1,1,1}, {1,0,1,1,1,1,0,5}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,1,1,1,1,1,1,1}, };/*!< 3rd map array */ int const g_map_4[8][8]= { {1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,1}, {1,0,1,0,1,0,0,1}, {1,0,1,0,1,1,1,1}, {7,0,1,0,1,1,0,5}, {1,1,1,0,1,0,0,1}, {1,0,0,0,0,0,0,1}, {1,1,1,1,1,1,1,1}, };/*!< 4th map array */ int const g_map_5[8][8]= { {1,1,1,4,1,1,1,1}, {1,1,1,0,1,1,1,1}, {1,1,1,0,1,1,1,1}, {1,1,1,0,1,1,1,1}, {7,0,0,0,1,1,1,1}, {1,1,1,0,1,1,1,1}, {1,1,1,0,1,1,1,1}, {1,1,1,6,1,1,1,1}, };/*!< 5th map array */ int const g_map_6[8][8]= { {1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,0,1,1,1,1,0,1}, {1,0,0,0,0,0,0,1}, {1,1,1,6,1,1,1,1}, };/*!< 6th map array */ int const g_map_7[8][8]= { {1,1,1,4,1,1,1,1}, {1,0,0,0,1,0,0,1}, {1,0,1,1,1,0,0,1}, {1,0,1,0,0,0,0,1}, {1,0,0,0,1,1,0,5}, {1,0,0,0,1,1,1,1}, {1,0,0,0,1,1,1,1}, {1,1,1,1,1,1,1,1}, };/*!< 7th map array */ int const g_map_8[8][8]= { {1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {7,0,0,0,0,0,0,2}, {1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,1}, {1,1,1,1,1,1,1,1}, };/*!< 8th map array */ int const g_map_9[8][8]= { {1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,1}, {1,0,0,1,0,1,0,1}, {1,1,0,1,0,1,1,1}, {1,0,0,1,0,0,0,5}, {1,0,1,1,1,1,1,1}, {1,0,0,0,1,0,0,1}, {1,1,1,6,1,1,1,1}, };/*!< 9th map array */ int const g_map_10[8][8]= { {1,1,1,1,1,1,1,1}, {1,0,0,0,1,1,1,1}, {1,0,1,0,1,1,1,1}, {1,0,1,0,1,1,1,1}, {7,0,1,0,1,0,0,5}, {1,0,1,0,1,0,1,1}, {1,0,0,0,0,0,1,1}, {1,1,1,1,1,1,1,1}, };/*!< 10th map array */ int const g_map_11[8][8]= { {1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,1}, {1,0,1,0,0,1,0,1}, {1,0,0,0,0,0,0,1}, {7,0,0,0,0,0,0,1}, {1,0,1,0,0,1,0,1}, {1,0,0,0,0,0,0,1}, {1,1,1,6,1,1,1,1}, };/*!< 11th map array */ int const g_map_12[8][8]= { {1,1,1,4,1,1,1,1}, {1,1,1,0,0,0,0,1}, {1,1,1,1,1,1,0,1}, {1,0,1,0,0,1,0,1}, {7,0,1,0,0,1,0,1}, {1,0,1,0,0,1,0,1}, {1,0,0,0,0,0,0,1}, {1,1,1,1,1,1,1,1}, };/*!< 12th map array */ int const g_map_13[8][8]= { {1,1,1,4,1,1,1,1}, {1,1,1,0,0,0,0,1}, {1,1,1,0,0,1,0,1}, {1,1,1,1,1,1,0,1}, {1,1,1,1,1,1,0,5}, {1,0,1,0,0,1,0,1}, {1,0,0,0,0,0,0,1}, {1,1,1,6,1,1,1,1}, };/*!< 13th map array */ //########### SPRITES ############ int const g_player[6][6] = { {0,0,0,0,0,0}, {0,0,1,1,1,1}, {0,1,1,0,0,0}, {0,1,1,0,1,0}, {0,0,1,1,1,0}, {0,0,0,0,1,0} };/*!< player sprite array */ int const g_playerA[6][6] = { {0,0,0,0,1,1}, {0,0,1,1,0,0}, {0,1,1,0,0,0}, {0,1,1,0,1,0}, {0,0,1,1,1,0}, {0,0,0,0,1,0} };/*!< player attack sprite array */ //########## ITEMS/THING ########### int const g_rock[6][6] = { {0,0,1,1,0,0}, {0,1,0,0,1,0}, {0,1,1,0,1,0}, {1,0,0,1,0,1}, {1,0,0,1,1,1}, {1,1,1,1,1,1} };/*!< rock sprite array */ int const g_heart[6][6] = { {0,1,0,0,1,0}, {1,0,1,1,0,1}, {1,0,0,0,0,1}, {1,0,0,0,0,1}, {0,1,0,0,1,0}, {0,0,1,1,0,0} };/*!< heart sprite array */ int const g_door[6][6] = { {0,1,1,1,1,0}, {1,0,1,1,0,1}, {1,0,1,1,0,1}, {1,0,0,0,1,1}, {1,0,0,0,0,1}, {1,1,1,1,1,1} };/*!< door sprite array */ int const g_exit[6][6] = { {1,1,1,1,1,1}, {1,1,0,0,1,1}, {0,1,1,1,1,0}, {0,1,0,0,1,0}, {0,1,1,1,1,0}, {0,1,0,0,1,0} };/*!< exit sprite array */ int const g_sword[6][6] = { {1,0,0,0,0,0}, {0,1,1,1,0,0}, {0,1,1,0,0,0}, {0,1,0,1,0,0}, {0,0,0,0,1,0}, {0,0,0,0,0,1} };/*!< sword sprite array */ //############## HOSTILES ################## struct move { int nextstate; int nextx; int nexty; int facing; }; int const g_rat[6][6] = { {0,0,0,0,0,0}, {0,0,1,1,0,1}, {0,1,1,1,1,0}, {1,0,1,1,0,1}, {1,0,0,0,0,0}, {0,1,1,0,0,0} };/*!< rat sprite array */ typedef const struct move RSTyp; RSTyp const ratfsm[8] = { {1,1,0,1}, {2,1,0,1}, {3,0,1,2}, {4,0,1,2}, {5,-1,0,3}, {6,-1,0,3}, {7,0,-1,4}, {0,0,-1,4} };/*!< The FSM for the rat */ int const g_frog[6][6] = { {0,0,0,0,0,1}, {1,1,0,0,1,0}, {0,1,1,1,1,1}, {0,1,1,1,1,1}, {1,1,0,0,1,0}, {0,0,0,0,0,1} };/*!< frog sprite array */ typedef const struct move FSTyp; FSTyp frogfsm[10] = { {1,1,0,1}, {2,1,0,1}, {3,1,0,1}, {4,1,0,1}, {5,1,0,1}, {6,-1,0,1}, {7,-1,0,3}, {8,-1,0,3}, {9,-1,0,3}, {0,-1,0,3} };/*!< The FSM for the frog */ int const g_crab[6][6] = { {1,0,0,1,1,0}, {1,0,1,1,0,1}, {0,1,1,0,0,0}, {0,1,1,0,0,0}, {1,0,1,1,0,1}, {1,0,0,1,1,0} };/*!< crab sprite array */ typedef const struct move CSTyp; CSTyp crabfsm[2] = { {1,1,0,1}, {0,-1,0,3} };/*!< The FSM for the Crab */ int const g_shroom[6][6] = { {0,0,1,1,0,0}, {0,1,0,0,1,0}, {1,0,0,1,0,1}, {1,1,0,0,1,1}, {0,1,1,1,1,0}, {1,1,0,0,1,1} };/*!< shroom sprite array*/ typedef const struct move SSTyp; SSTyp shroomfsm[4] = { {1,0,1,1}, {2,0,1,1}, {3,0,-1,1}, {0,0,-1,1} };/*!< The FSM for the shroom */ int const g_boss[6][6] = { {0,1,1,1,1,0}, {1,0,0,1,0,1}, {1,1,1,0,0,1}, {1,0,0,0,0,1}, {1,1,1,1,1,0}, {0,1,0,1,0,1} }; /*!< boss sprite array*/ typedef const struct move BSTyp; BSTyp bossfsm[23] = { {1,1,1,1}, {2,1,1,1}, {3,1,-1,1}, {4,1,-1,1}, {5,-1,-1,2}, {6,-1,-1,2}, {7,-1,1,2}, {8,-1,1,2}, {9,2,0,1}, {10,0,-2,1}, {11,-2,0,2}, {12,0,2,2}, {13,2,0,1}, {14,0,2,2}, {15,-2,0,2}, {16,0,-2,1}, {17,0,-1,2}, {18,1,0,1}, {19,0,1,2}, {0,-1,0,1}, };/*!< The FSM for the Boss */ #endif