From 10f69d115b4deaf5026d6f3d0853f4e25118152b Mon Sep 17 00:00:00 2001 From: Clownacy Date: Sat, 9 Feb 2019 14:47:20 +0000 Subject: [PATCH] Added Undead Core and more NPCs --- Makefile | 1 + src/Boss.cpp | 3 +- src/BossAlmo2.cpp | 737 ++++++++++++++++++++++++++++++++++++++++++++++ src/BossAlmo2.h | 3 + 4 files changed, 743 insertions(+), 1 deletion(-) create mode 100644 src/BossAlmo2.cpp create mode 100644 src/BossAlmo2.h diff --git a/Makefile b/Makefile index c00d707d..e3d2cbd9 100644 --- a/Makefile +++ b/Makefile @@ -44,6 +44,7 @@ SOURCES = \ Back \ Boss \ BossAlmo1 \ + BossAlmo2 \ BossFrog \ BossIronH \ BossLife \ diff --git a/src/Boss.cpp b/src/Boss.cpp index aada7853..eee22014 100644 --- a/src/Boss.cpp +++ b/src/Boss.cpp @@ -5,6 +5,7 @@ #include "Boss.h" #include "BossAlmo1.h" +#include "BossAlmo2.h" #include "BossFrog.h" #include "BossIronH.h" #include "BossOhm.h" @@ -196,7 +197,7 @@ BOSSFUNCTION gpBossFuncTbl[10] = ActBossChar_Core, ActBossChar_Ironhead, ActBossChar_Twin, - nullptr, //ActBossChar_Undead, + ActBossChar_Undead, nullptr, //ActBossChar_Press, nullptr, //ActBossChar_Ballos }; diff --git a/src/BossAlmo2.cpp b/src/BossAlmo2.cpp new file mode 100644 index 00000000..6335ac08 --- /dev/null +++ b/src/BossAlmo2.cpp @@ -0,0 +1,737 @@ +#include "BossAlmo2.h" + +#include "Boss.h" +#include "Flash.h" +#include "Frame.h" +#include "Game.h" +#include "Map.h" +#include "MyChar.h" +#include "NpChar.h" +#include "Sound.h" +#include "Triangle.h" +#include "WindowsWrapper.h" + +static void ActBossCharA_Head(NPCHAR *npc) +{ + RECT rect[4]; + + rect[0] = {0, 0, 72, 112}; + rect[1] = {0, 112, 72, 224}; + rect[2] = {160, 0, 232, 112}; + rect[3] = {0, 0, 0, 0}; + + switch (npc->act_no) + { + case 10: + npc->act_no = 11; + npc->ani_no = 2; + npc->bits = 8; + npc->view.front = 0x4800; + npc->view.top = 0x7000; + // Fallthrough + case 11: + npc->x = gBoss[0].x - 0x4800; + npc->y = gBoss[0].y; + break; + + case 50: + npc->act_no = 51; + npc->act_wait = 112; + // Fallthrough + case 51: + if (--npc->act_wait == 0) + { + npc->act_no = 100; + npc->ani_no = 3; + } + + break; + + case 100: + npc->ani_no = 3; + break; + } + + npc->rect = rect[npc->ani_no]; + + if (npc->act_no == 51) + npc->rect.bottom = npc->act_wait + npc->rect.top; +} + +static void ActBossCharA_Tail(NPCHAR *npc) +{ + RECT rect[3]; + + rect[0] = {72, 0, 160, 112}; + rect[1] = {72, 112, 160, 224}; + rect[2] = {0, 0, 0, 0}; + + switch (npc->act_no) + { + case 10: + npc->act_no = 11; + npc->ani_no = 0; + npc->bits = 8; + npc->view.front = 0x5800; + npc->view.top = 0x7000; + // Fallthrough + case 11: + npc->x = gBoss[0].x + 0x5800; + npc->y = gBoss[0].y; + break; + + case 50: + npc->act_no = 51; + npc->act_wait = 112; + // Fallthrough + case 51: + if (--npc->act_wait == 0) + { + npc->act_no = 100; + npc->ani_no = 2; + } + + break; + + case 100: + npc->ani_no = 2; + break; + } + + npc->rect = rect[npc->ani_no]; + + if (npc->act_no == 51) + npc->rect.bottom = npc->act_wait + npc->rect.top; +} + +static void ActBossCharA_Face(NPCHAR *npc) +{ + RECT rect[5]; + + rect[0] = {0, 0, 0, 0}; + rect[1] = {160, 112, 232, 152}; + rect[2] = {160, 152, 232, 192}; + rect[3] = {160, 192, 232, 232}; + rect[4] = {248, 160, 320, 200}; + + switch (npc->act_no) + { + case 0: + npc->ani_no = 0; + break; + + case 10: + npc->ani_no = 1; + break; + + case 20: + npc->ani_no = 2; + break; + + case 30: + npc->act_no = 31; + npc->ani_no = 3; + npc->act_wait = 100; + // Fallthrough + case 31: + if (++npc->act_wait > 300) + npc->act_wait = 0; + + if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 1) + PlaySoundObject(26, 1); + + if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 7) + { + SetNpChar(293, npc->x, npc->y, 0, 0, 0, 0, 0x80); + PlaySoundObject(101, 1); + } + + if (npc->act_wait == 200) + PlaySoundObject(116, 1); + + if (npc->act_wait > 200 && npc->act_wait % 2) + npc->ani_no = 4; + else + npc->ani_no = 3; + + break; + } + + npc->view.back = 0x4800; + npc->view.front = 0x4800; + npc->view.top = 0x2800; + + npc->x = gBoss[0].x - 0x4800; + npc->y = gBoss[0].y + 0x800; + + npc->bits = 8; + + npc->rect = rect[npc->ani_no]; +} + +static void ActBossCharA_Mini(NPCHAR *npc) +{ + RECT rect[3]; + + rect[0] = {256, 0, 320, 40}; + rect[1] = {256, 40, 320, 80}; + rect[2] = {256, 80, 320, 120}; + + if (npc->cond) + { + npc->life = 1000; + + switch (npc->act_no) + { + case 0: + npc->bits &= ~0x20; + break; + + case 5: + npc->ani_no = 0; + npc->bits &= ~0x20; + ++npc->count2; + npc->count2 &= 0xFF; + break; + + case 10: + npc->ani_no = 0; + npc->bits &= ~0x20; + npc->count2 += 2; + npc->count2 &= 0xFF; + break; + + case 20: + npc->ani_no = 1; + npc->bits &= ~0x20; + npc->count2 += 2; + npc->count2 &= 0xFF; + break; + + case 30: + npc->ani_no = 0; + npc->bits &= ~0x20; + npc->count2 += 4; + npc->count2 &= 0xFF; + break; + + case 200: + npc->act_no = 201; + npc->ani_no = 2; + npc->xm = 0; + npc->ym = 0; + // Fallthrough + case 201: + npc->xm += 0x20; + + npc->x += npc->xm; + + if (npc->x > (gMap.width + 2) * 0x2000) + npc->cond = 0; + + break; + } + + if (npc->act_no < 50) + { + int deg; + + if (npc->count1) + deg = npc->count2 + 0x80; + else + deg = npc->count2 + 0x180; + + npc->x = npc->pNpc->x + 0x30 * GetCos(deg / 2) - 0x1000; + npc->y = npc->pNpc->y + 0x50 * GetSin(deg / 2); + } + + npc->rect = rect[npc->ani_no]; + } +} + +static void ActBossCharA_Hit(NPCHAR *npc) +{ + switch (npc->count1) + { + case 0: + npc->x = gBoss[0].x; + npc->y = gBoss[0].y - 0x4000; + break; + + case 1: + npc->x = gBoss[0].x + 0x3800; + npc->y = gBoss[0].y; + break; + + case 2: + npc->x = gBoss[0].x + 0x800; + npc->y = gBoss[0].y + 0x4000; + break; + + case 3: + npc->x = gBoss[0].x - 0x3800; + npc->y = gBoss[0].y + 0x800; + break; + } +} + +void ActBossChar_Undead(void) +{ + static int life; + static unsigned char flash; + + BOOL bShock = FALSE; + + switch (gBoss[0].act_no) + { + case 1: + gBoss[0].act_no = 10; + gBoss[0].exp = 1; + gBoss[0].cond = 0x80; + gBoss[0].bits = 0x800C; + gBoss[0].life = 700; + gBoss[0].hit_voice = 114; + gBoss[0].x = 0x4A000; + gBoss[0].y = 0xF000; + gBoss[0].xm = 0; + gBoss[0].ym = 0; + gBoss[0].code_event = 1000; + gBoss[0].bits |= 0x200; + + gBoss[3].cond = 0x80; + gBoss[3].act_no = 0; + + gBoss[4].cond = 0x80; + gBoss[4].act_no = 10; + + gBoss[5].cond = 0x80; + gBoss[5].act_no = 10; + + gBoss[8].cond = 0x80; + gBoss[8].bits = 8; + gBoss[8].view.front = 0; + gBoss[8].view.top = 0; + gBoss[8].hit.back = 0x5000; + gBoss[8].hit.top = 0x2000; + gBoss[8].hit.bottom = 0x2000; + gBoss[8].count1 = 0; + + gBoss[9] = gBoss[8]; + gBoss[9].hit.back = 0x4800; + gBoss[9].hit.top = 0x3000; + gBoss[9].hit.bottom = 0x3000; + gBoss[9].count1 = 1; + + gBoss[10] = gBoss[8]; + gBoss[10].hit.back = 0x5800; + gBoss[10].hit.top = 0x1000; + gBoss[10].hit.bottom = 0x1000; + gBoss[10].count1 = 2; + + gBoss[11] = gBoss[8]; + gBoss[11].cond |= 0x10; + gBoss[11].hit.back = 0x2800; + gBoss[11].hit.top = 0x2800; + gBoss[11].hit.bottom = 0x2800; + gBoss[11].count1 = 3; + + gBoss[1].cond = 0x80; + gBoss[1].act_no = 0; + gBoss[1].bits = 40; + gBoss[1].life = 1000; + gBoss[1].hit_voice = 54; + gBoss[1].hit.back = 0x3000; + gBoss[1].hit.top = 0x2000; + gBoss[1].hit.bottom = 0x2000; + gBoss[1].view.front = 0x4000; + gBoss[1].view.top = 0x2800; + gBoss[1].pNpc = gBoss; + + gBoss[2] = gBoss[1]; + gBoss[2].count2 = 0x80; + + gBoss[6] = gBoss[1]; + gBoss[6].count1 = 1; + + gBoss[7] = gBoss[1]; + gBoss[7].count1 = 1; + gBoss[7].count2 = 0x80; + + life = gBoss[0].life; + + break; + + case 15: + gBoss[0].act_no = 16; + bShock = TRUE; + gBoss[0].direct = 0; + gBoss[3].act_no = 10; + gBoss[4].ani_no = 0; + break; + + case 20: + gBoss[0].act_no = 210; + bShock = TRUE; + gBoss[0].direct = 0; + gBoss[1].act_no = 5; + gBoss[2].act_no = 5; + gBoss[6].act_no = 5; + gBoss[7].act_no = 5; + break; + + case 200: + gBoss[0].act_no = 201; + gBoss[0].act_wait = 0; + gBoss[3].act_no = 0; + gBoss[4].ani_no = 2; + gBoss[5].ani_no = 0; + gBoss[8].bits &= ~4; + gBoss[9].bits &= ~4; + gBoss[10].bits &= ~4; + gBoss[11].bits &= ~0x20; + gSuperYpos = 0; + CutNoise(); + bShock = TRUE; + // Fallthrough + case 201: + ++gBoss[0].act_wait; + + if ((gBoss[0].direct == 2 || gBoss[0].ani_no > 0 || gBoss[0].life < 200) && gBoss[0].act_wait > 200) + { + ++gBoss[0].count1; + PlaySoundObject(115, 1); + + if (gBoss[0].life < 200) + { + gBoss[0].act_no = 230; + } + else + { + if ( gBoss[0].count1 <= 2 ) + gBoss[0].act_no = 210; + else + gBoss[0].act_no = 220; + } + } + + break; + + case 210: + gBoss[0].act_no = 211; + gBoss[0].act_wait = 0; + gBoss[3].act_no = 10; + gBoss[8].bits |= 4; + gBoss[9].bits |= 4; + gBoss[10].bits |= 4; + gBoss[11].bits |= 0x20; + life = gBoss[0].life; + bShock = TRUE; + // Fallthrough + case 211: + ++flash; + + if (gBoss[0].shock && (flash >> 1) & 1) + { + gBoss[4].ani_no = 1; + gBoss[5].ani_no = 1; + } + else + { + gBoss[4].ani_no = 0; + gBoss[5].ani_no = 0; + } + + if (++gBoss[0].act_wait % 100 == 1) + { + gCurlyShoot_wait = Random(80, 100); + gCurlyShoot_x = gBoss[11].x; + gCurlyShoot_y = gBoss[11].y; + } + + if (gBoss[0].act_wait < 300) + { + if (gBoss[0].act_wait % 120 == 1) + SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20); + + if (gBoss[0].act_wait % 120 == 61) + SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20); + } + + if (gBoss[0].life < life - 50 || gBoss[0].act_wait > 400) + gBoss[0].act_no = 200; + + break; + + case 220: + gBoss[0].act_no = 221; + gBoss[0].act_wait = 0; + gBoss[0].count1 = 0; + gSuperYpos = 1; + gBoss[3].act_no = 20; + gBoss[8].bits |= 4; + gBoss[9].bits |= 4; + gBoss[10].bits |= 4; + gBoss[11].bits |= 0x20; + SetQuake(100); + life = gBoss[0].life; + bShock = TRUE; + // Fallthrough + case 221: + if (++gBoss[0].act_wait % 40 == 1) + { + int x; + int y; + + switch (Random(0, 3)) + { + case 0: + x = gBoss[1].x; + y = gBoss[1].y; + break; + case 1: + x = gBoss[2].x; + y = gBoss[2].y; + break; + case 2: + x = gBoss[6].x; + y = gBoss[6].y; + break; + case 3: + x = gBoss[7].x; + y = gBoss[7].y; + break; + } + + PlaySoundObject(25, 1); + SetNpChar(285, x - 0x2000, y, 0, 0, 0, 0, 0x100); + SetNpChar(285, x - 0x2000, y, 0, 0, 0x400, 0, 0x100); + } + + ++flash; + + if (gBoss[0].shock && (flash >> 1) & 1) + { + gBoss[4].ani_no = 1; + gBoss[5].ani_no = 1; + } + else + { + gBoss[4].ani_no = 0; + gBoss[5].ani_no = 0; + } + + if (gBoss[0].life < life - 150 || gBoss[0].act_wait > 400 || gBoss[0].life < 200) + gBoss[0].act_no = 200; + + break; + + case 230: + gBoss[0].act_no = 231; + gBoss[0].act_wait = 0; + gBoss[3].act_no = 30; + gBoss[8].bits |= 4; + gBoss[9].bits |= 4; + gBoss[10].bits |= 4; + gBoss[11].bits |= 0x20; + PlaySoundObject(25, 1); + SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0, 0, 0x100); + SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0x400, 0, 0x100); + SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0, 0, 0x100); + SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0x400, 0, 0x100); + SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0, 0, 0x100); + SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0x400, 0, 0x100); + life = gBoss[0].life; + bShock = TRUE; + // Fallthrough + case 231: + ++flash; + + if (gBoss[0].shock && (flash >> 1) & 1) + { + gBoss[4].ani_no = 1; + gBoss[5].ani_no = 1; + } + else + { + gBoss[4].ani_no = 0; + gBoss[5].ani_no = 0; + } + + if (++gBoss[0].act_wait % 100 == 1) + { + gCurlyShoot_wait = Random(80, 100); + gCurlyShoot_x = gBoss[11].x; + gCurlyShoot_y = gBoss[11].y; + } + + if (gBoss[0].act_wait % 120 == 1) + SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20); + + if (gBoss[0].act_wait % 120 == 61) + SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20); + + break; + + case 500: + CutNoise(); + gBoss[0].act_no = 501; + gBoss[0].act_wait = 0; + gBoss[0].xm = 0; + gBoss[0].ym = 0; + gBoss[3].act_no = 0; + gBoss[4].ani_no = 2; + gBoss[5].ani_no = 0; + gBoss[1].act_no = 5; + gBoss[2].act_no = 5; + gBoss[6].act_no = 5; + gBoss[7].act_no = 5; + SetQuake(20); + + for (int i = 0; i < 100; ++i) + SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0); + + DeleteNpCharCode(282, 1); + gBoss[11].bits &= ~0x20; + + for (int i = 0; i < 12; ++i) + gBoss[i].bits &= ~4; + // Fallthrough + case 501: + if (++gBoss[0].act_wait & 0xF) + SetNpChar(4, gBoss[0].x + (Random(-0x40, 0x40) * 0x200), gBoss[0].y + (Random(-0x20, 0x20) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100); + + gBoss[0].x += 0x40; + gBoss[0].y += 0x80; + + if (gBoss[0].act_wait > 200) + { + gBoss[0].act_wait = 0; + gBoss[0].act_no = 1000; + } + + break; + + case 1000: + SetQuake(100); + + if (++gBoss[0].act_wait % 8 == 0) + PlaySoundObject(44, 1); + + SetDestroyNpChar(gBoss[0].x + (Random(-0x48, 0x48) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), 1, 1); + + if (gBoss[0].act_wait > 100) + { + gBoss[0].act_wait = 0; + gBoss[0].act_no = 1001; + SetFlash(gBoss[0].x, gBoss[0].y, 1); + PlaySoundObject(35, 1); + } + + break; + + case 1001: + SetQuake(40); + + if (++gBoss[0].act_wait > 50) + { + for (int i = 0; i < 20; ++i) + gBoss[i].cond = 0; + + DeleteNpCharCode(158, 1); + DeleteNpCharCode(301, 1); + } + + break; + } + + if (bShock) + { + SetQuake(20); + + if (gBoss[0].act_no == 201) + { + gBoss[7].act_no = 10; + gBoss[6].act_no = 10; + gBoss[2].act_no = 10; + gBoss[1].act_no = 10; + } + + if (gBoss[0].act_no == 221) + { + gBoss[7].act_no = 20; + gBoss[6].act_no = 20; + gBoss[2].act_no = 20; + gBoss[1].act_no = 20; + } + + if (gBoss[0].act_no == 231) + { + gBoss[7].act_no = 30; + gBoss[6].act_no = 30; + gBoss[2].act_no = 30; + gBoss[1].act_no = 30; + } + + PlaySoundObject(26, 1); + + for (int i = 0; i < 8; ++i) + SetNpChar(4, gBoss[4].x + (Random(-0x20, 0x10) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, 0, 0x100); + } + + if (gBoss[0].act_no >= 200 && gBoss[0].act_no < 300) + { + if (gBoss[0].x < 0x18000) + gBoss[0].direct = 2; + if (gBoss[0].x > (gMap.width - 4) * 0x2000) + gBoss[0].direct = 0; + + if (gBoss[0].direct == 0) + gBoss[0].xm -= 4; + else + gBoss[0].xm += 4; + } + + switch (gBoss[0].act_no) + { + case 201: + case 211: + case 221: + case 231: + if (++gBoss[0].count2 == 150) + { + gBoss[0].count2 = 0; + SetNpChar(282, (gMap.width * 0x2000) + 0x40, (Random(-1, 3) + 10) * 0x2000, 0, 0, 0, 0, 0x30); + } + else if (gBoss[0].count2 == 75) + { + SetNpChar(282, (gMap.width * 0x2000) + 0x40, (Random(-3, 0) + 3) * 0x2000, 0, 0, 0, 0, 0x30); + } + + break; + } + + if (gBoss[0].xm > 0x80) + gBoss[0].xm = 0x80; + if (gBoss[0].xm < -0x80) + gBoss[0].xm = -0x80; + + if (gBoss[0].ym > 0x80) + gBoss[0].ym = 0x80; + if (gBoss[0].ym < -0x80) + gBoss[0].ym = -0x80; + + gBoss[0].x += gBoss[0].xm; + gBoss[0].y += gBoss[0].ym; + + ActBossCharA_Face(&gBoss[3]); + ActBossCharA_Head(&gBoss[4]); + ActBossCharA_Tail(&gBoss[5]); + ActBossCharA_Mini(&gBoss[1]); + ActBossCharA_Mini(&gBoss[2]); + ActBossCharA_Mini(&gBoss[6]); + ActBossCharA_Mini(&gBoss[7]); + ActBossCharA_Hit(&gBoss[8]); + ActBossCharA_Hit(&gBoss[9]); + ActBossCharA_Hit(&gBoss[10]); + ActBossCharA_Hit(&gBoss[11]); +} diff --git a/src/BossAlmo2.h b/src/BossAlmo2.h new file mode 100644 index 00000000..c6921f20 --- /dev/null +++ b/src/BossAlmo2.h @@ -0,0 +1,3 @@ +#pragma once + +void ActBossChar_Undead(void);