Added Undead Core and more NPCs

This commit is contained in:
Clownacy 2019-02-09 14:47:20 +00:00
parent 3934705d3f
commit 10f69d115b
4 changed files with 743 additions and 1 deletions

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@ -44,6 +44,7 @@ SOURCES = \
Back \ Back \
Boss \ Boss \
BossAlmo1 \ BossAlmo1 \
BossAlmo2 \
BossFrog \ BossFrog \
BossIronH \ BossIronH \
BossLife \ BossLife \

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@ -5,6 +5,7 @@
#include "Boss.h" #include "Boss.h"
#include "BossAlmo1.h" #include "BossAlmo1.h"
#include "BossAlmo2.h"
#include "BossFrog.h" #include "BossFrog.h"
#include "BossIronH.h" #include "BossIronH.h"
#include "BossOhm.h" #include "BossOhm.h"
@ -196,7 +197,7 @@ BOSSFUNCTION gpBossFuncTbl[10] =
ActBossChar_Core, ActBossChar_Core,
ActBossChar_Ironhead, ActBossChar_Ironhead,
ActBossChar_Twin, ActBossChar_Twin,
nullptr, //ActBossChar_Undead, ActBossChar_Undead,
nullptr, //ActBossChar_Press, nullptr, //ActBossChar_Press,
nullptr, //ActBossChar_Ballos nullptr, //ActBossChar_Ballos
}; };

737
src/BossAlmo2.cpp Normal file
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@ -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]);
}

3
src/BossAlmo2.h Normal file
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@ -0,0 +1,3 @@
#pragma once
void ActBossChar_Undead(void);