Merge branch 'accurate' into portable
This commit is contained in:
commit
18ed6aa9e1
5 changed files with 322 additions and 208 deletions
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@ -169,7 +169,7 @@ void PutFront(int fx, int fy)
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switch (gBack.type)
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{
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case 3:
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x_1 = fx / 0x4000;
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x_1 = fx / (32 * 0x200);
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x_2 = x_1 + (((WINDOW_WIDTH + (32 - 1)) / 32) + 1);
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y_1 = 0;
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y_2 = y_1 + 32;
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461
src/BossFrog.cpp
461
src/BossFrog.cpp
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@ -3,6 +3,7 @@
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#include "WindowsWrapper.h"
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#include "Boss.h"
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#include "CommonDefines.h"
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#include "Frame.h"
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#include "Game.h"
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#include "MyChar.h"
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@ -10,13 +11,56 @@
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#include "Sound.h"
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#include "Triangle.h"
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enum BalfrogSprites
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{
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BALFROG_SPRITE_NOTHING = 0,
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BALFROG_SPRITE_STANDING_STILL = 1,
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BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING = 2,
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BALFROG_SPRITE_MOUTH_OPEN_CROUCHING = 3,
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BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING = 4,
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BALFROG_SPRITE_JUMPING = 5,
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BALFROG_SPRITE_BALROG_WHITE = 6,
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BALFROG_SPRITE_BALROG_CROUCHING = 7,
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BALFROG_SPRITE_BALROG_JUMPING = 8
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};
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enum BalfrogStates
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{
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BALFROG_INITIALIZE = 0,
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BALFROG_START = 10,
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BALFROG_INITIALIZE_FLICKER = 20,
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BALFROG_FLICKER = 21,
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BALFROG_WAIT = 100,
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BALFROG_INITIALIZE_HOP_1 = 101,
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BALFROG_INITIALIZE_HOP_2 = 102,
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BALFROG_HOP = 103,
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BALFROG_MIDAIR = 104,
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BALFROG_INITIALIZE_LAND = 110,
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BALFROG_LAND = 111,
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BALFROG_INITIALIZE_SHOOT = 112,
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BALFROG_SHOOT = 113,
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BALFROG_AFTER_SHOOT_WAIT = 114,
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BALFROG_INITIALIZE_LEAP_1 = 120,
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BALFROG_INITIALIZE_LEAP_2 = 121,
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BALFROG_INITIALIZE_LEAP_3 = 122,
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BALFROG_LEAP = 123,
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BALFROG_LEAP_MIDAIR = 124,
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BALFROG_DIE = 130,
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BALFROG_DIE_FLASHING = 131,
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BALFROG_REVERT = 132,
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BALFROG_NOP_START = 140,
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BALFROG_NOP = 141,
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BALFROG_GO_INTO_CEILING = 142,
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BALFROG_GONE_INTO_CEILING = 143
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};
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// Balfrog's mouth
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static void ActBossChar02_01(void)
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{
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NPCHAR *boss;
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int minus;
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if (gBoss[0].direct == 0)
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if (gBoss[0].direct == DIR_LEFT)
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minus = 1;
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else
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minus = -1;
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@ -25,35 +69,35 @@ static void ActBossChar02_01(void)
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switch (gBoss[0].ani_no)
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{
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case 0:
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boss->hit_voice = 52;
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boss->hit.front = 0x2000;
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boss->hit.top = 0x2000;
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boss->hit.back = 0x2000;
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boss->hit.bottom = 0x2000;
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case BALFROG_SPRITE_NOTHING:
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boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
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boss->hit.front = PIXELS_TO_UNITS(16);
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boss->hit.top = PIXELS_TO_UNITS(16);
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boss->hit.back = PIXELS_TO_UNITS(16);
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boss->hit.bottom = PIXELS_TO_UNITS(16);
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boss->size = 3;
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boss->bits = NPC_INVULNERABLE;
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break;
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case 1:
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boss->x = gBoss[0].x + -0x3000 * minus;
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boss->y = gBoss[0].y - 0x3000;
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case BALFROG_SPRITE_STANDING_STILL:
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boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
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boss->y = gBoss[0].y - PIXELS_TO_UNITS(24);
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break;
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case 2:
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boss->x = gBoss[0].x + -0x3000 * minus;
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boss->y = gBoss[0].y - 0x2800;
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case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING:
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boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
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boss->y = gBoss[0].y - PIXELS_TO_UNITS(20);
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break;
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case 3:
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case 4:
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boss->x = gBoss[0].x + -0x3000 * minus;
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boss->y = gBoss[0].y - 0x2000;
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case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING:
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case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING:
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boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
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boss->y = gBoss[0].y - PIXELS_TO_UNITS(16);
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break;
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case 5:
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boss->x = gBoss[0].x + -0x3000 * minus;
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boss->y = gBoss[0].y - 0x5600;
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case BALFROG_SPRITE_JUMPING:
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boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
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boss->y = gBoss[0].y - PIXELS_TO_UNITS(43);
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break;
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}
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}
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@ -64,21 +108,21 @@ static void ActBossChar02_02(void)
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switch (gBoss[0].ani_no)
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{
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case 0:
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boss->hit_voice = 52;
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boss->hit.front = 0x3000;
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boss->hit.top = 0x2000;
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boss->hit.back = 0x3000;
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boss->hit.bottom = 0x2000;
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case BALFROG_SPRITE_NOTHING:
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boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
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boss->hit.front = PIXELS_TO_UNITS(24);
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boss->hit.top = PIXELS_TO_UNITS(16);
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boss->hit.back = PIXELS_TO_UNITS(24);
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boss->hit.bottom = PIXELS_TO_UNITS(16);
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boss->size = 3;
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boss->bits = NPC_INVULNERABLE;
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break;
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case 1:
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case 2:
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case 3:
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case 4:
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case 5:
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case BALFROG_SPRITE_STANDING_STILL:
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case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING:
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case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING:
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case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING:
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case BALFROG_SPRITE_JUMPING:
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boss->x = gBoss[0].x;
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boss->y = gBoss[0].y;
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break;
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@ -93,19 +137,20 @@ void ActBossChar_Frog(void)
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int ym;
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int xm;
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// Rects 1-4 are for when Balfrog is a frog, 5-8 for when he reverts and goes into the ceiling
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// Rects 1-4 are for when Balfrog is a frog, 5-8 for when he reverts into Balrog and goes into the ceiling
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RECT rcLeft[9] = {
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{0, 0, 0, 0},
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{0, 48, 80, 112},
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{0, 112, 80, 176},
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{0, 176, 80, 240},
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{160, 48, 240, 112},
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{160, 112, 240, 200},
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{200, 0, 240, 24},
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{80, 0, 120, 24},
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{120, 0, 160, 24},
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{0, 0, 0, 0}, // Nothing
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{0, 48, 80, 112}, // Balfrog standing still
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{0, 112, 80, 176}, // Balfrog with his mouth barely open, crouching
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{0, 176, 80, 240}, // Balfrog with his mouth open, crouching
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{160, 48, 240, 112}, // Balfrog with his mouth open, crouching, flashing
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{160, 112, 240, 200}, // Balfrog jumping
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{200, 0, 240, 24}, // Balrog completely white
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{80, 0, 120, 24}, // Balrog crouching
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{120, 0, 160, 24}, // Balrog jumping
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};
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// See above
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RECT rcRight[9] = {
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{0, 0, 0, 0},
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{80, 48, 160, 112},
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@ -122,19 +167,19 @@ void ActBossChar_Frog(void)
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switch (boss->act_no)
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{
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case 0:
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boss->x = 0xC000;
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boss->y = 0x19000;
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boss->direct = 2;
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boss->view.front = 0x6000;
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boss->view.top = 0x6000;
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boss->view.back = 0x4000;
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boss->view.bottom = 0x2000;
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boss->hit_voice = 52;
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boss->hit.front = 0x3000;
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boss->hit.top = 0x2000;
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boss->hit.back = 0x3000;
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boss->hit.bottom = 0x2000;
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case BALFROG_INITIALIZE:
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boss->x = TILES_TO_UNITS(6);
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boss->y = TILES_TO_UNITS(12.5);
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boss->direct = DIR_RIGHT;
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boss->view.front = PIXELS_TO_UNITS(48);
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boss->view.top = PIXELS_TO_UNITS(48);
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boss->view.back = PIXELS_TO_UNITS(32);
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boss->view.bottom = PIXELS_TO_UNITS(16);
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boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
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boss->hit.front = PIXELS_TO_UNITS(24);
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boss->hit.top = PIXELS_TO_UNITS(16);
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boss->hit.back = PIXELS_TO_UNITS(24);
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boss->hit.bottom = PIXELS_TO_UNITS(16);
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boss->size = 3;
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boss->exp = 1;
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boss->code_event = 1000;
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@ -142,145 +187,147 @@ void ActBossChar_Frog(void)
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boss->life = 300;
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break;
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case 10:
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boss->act_no = 11;
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boss->ani_no = 3;
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boss->cond = 0x80;
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case BALFROG_START:
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boss->act_no = (BALFROG_START + 1);
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boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
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boss->cond = NPCCOND_ALIVE;
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boss->rect = rcRight[0];
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gBoss[1].cond = 0x90;
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gBoss[1].cond = (NPCCOND_ALIVE | NPCCOND_DAMAGE_BOSS);
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gBoss[1].code_event = 1000;
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gBoss[2].cond = 0x80;
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gBoss[2].cond = NPCCOND_ALIVE;
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gBoss[1].damage = 5;
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gBoss[2].damage = 5;
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for (i = 0; i < 8; ++i)
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SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
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break;
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case 20:
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boss->act_no = 21;
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case BALFROG_INITIALIZE_FLICKER:
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boss->act_no = BALFROG_FLICKER;
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boss->act_wait = 0;
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// Fallthrough
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case 21:
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case BALFROG_FLICKER:
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if (++boss->act_wait / 2 % 2)
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boss->ani_no = 3;
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boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
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else
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boss->ani_no = 0;
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boss->ani_no = BALFROG_SPRITE_NOTHING;
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break;
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case 100:
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boss->act_no = 101;
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case BALFROG_WAIT:
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boss->act_no = BALFROG_INITIALIZE_HOP_1;
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boss->act_wait = 0;
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boss->ani_no = 1;
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boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
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boss->xm = 0;
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// Fallthrough
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case 101:
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if (++boss->act_wait > 50)
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case BALFROG_INITIALIZE_HOP_1:
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if (++boss->act_wait > SECONDS_TO_FRAMES(1))
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{
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boss->act_no = 102;
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boss->act_no = BALFROG_INITIALIZE_HOP_2;
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boss->ani_wait = 0;
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boss->ani_no = 2;
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boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
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}
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break;
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case 102:
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case BALFROG_INITIALIZE_HOP_2:
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if (++boss->ani_wait > 10)
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{
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boss->act_no = 103;
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boss->act_no = BALFROG_HOP;
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boss->ani_wait = 0;
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boss->ani_no = 1;
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boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
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}
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break;
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case 103:
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case BALFROG_HOP:
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if (++boss->ani_wait > 4)
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{
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boss->act_no = 104;
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boss->ani_no = 5;
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boss->ym = -0x400;
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boss->act_no = BALFROG_MIDAIR;
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boss->ani_no = BALFROG_SPRITE_JUMPING;
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boss->ym = PIXELS_TO_UNITS(-2);
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PlaySoundObject(25, 1);
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if (boss->direct == 0)
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boss->xm = -0x200;
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if (boss->direct == DIR_LEFT)
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boss->xm = PIXELS_TO_UNITS(-1);
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else
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boss->xm = 0x200;
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boss->xm = PIXELS_TO_UNITS(1);
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boss->view.top = 0x8000;
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boss->view.bottom = 0x3000;
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boss->view.top = PIXELS_TO_UNITS(64);
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boss->view.bottom = PIXELS_TO_UNITS(24);
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}
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|
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break;
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|
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case 104:
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if (boss->direct == 0 && boss->flag & 1)
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case BALFROG_MIDAIR:
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if (boss->direct == DIR_LEFT && boss->flag & COLL_LEFT_WALL)
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{
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boss->direct = 2;
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boss->xm = 0x200;
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boss->direct = DIR_RIGHT;
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boss->xm = PIXELS_TO_UNITS(1);
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}
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|
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if (boss->direct == 2 && boss->flag & 4)
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if (boss->direct == DIR_RIGHT && boss->flag & COLL_RIGHT_WALL)
|
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{
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boss->direct = 0;
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boss->xm = -0x200;
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boss->direct = DIR_LEFT;
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boss->xm = PIXELS_TO_UNITS(-1);
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}
|
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|
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if (boss->flag & 8)
|
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if (boss->flag & COLL_GROUND)
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{
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PlaySoundObject(26, 1);
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PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
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SetQuake(30);
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boss->act_no = 100;
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boss->ani_no = 1;
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boss->view.top = 0x6000;
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boss->view.bottom = 0x2000;
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boss->act_no = BALFROG_WAIT;
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boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
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boss->view.top = PIXELS_TO_UNITS(48);
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boss->view.bottom = PIXELS_TO_UNITS(16);
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|
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if (boss->direct == 0 && boss->x < gMC.x)
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if (boss->direct == DIR_LEFT && boss->x < gMC.x)
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||||
{
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boss->direct = 2;
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boss->act_no = 110;
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boss->direct = DIR_RIGHT;
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boss->act_no = BALFROG_INITIALIZE_LAND;
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}
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if (boss->direct == 2 && boss->x > gMC.x)
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if (boss->direct == DIR_RIGHT && boss->x > gMC.x)
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{
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boss->direct = 0;
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boss->act_no = 110;
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boss->direct = DIR_LEFT;
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boss->act_no = BALFROG_INITIALIZE_LAND;
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}
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SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
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SetNpChar(110, TILES_TO_UNITS(Random(4, 16)), TILES_TO_UNITS(Random(0, 4)), 0, 0, DIR_AUTO, NULL, 0x80);
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for (i = 0; i < 4; ++i)
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SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + boss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + boss->hit.bottom, Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
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}
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break;
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|
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case 110:
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boss->ani_no = 1;
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||||
case BALFROG_INITIALIZE_LAND:
|
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boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
|
||||
boss->act_wait = 0;
|
||||
boss->act_no = 111;
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||||
boss->act_no = BALFROG_LAND;
|
||||
// Fallthrough
|
||||
case 111:
|
||||
case BALFROG_LAND:
|
||||
++boss->act_wait;
|
||||
boss->xm = 8 * boss->xm / 9;
|
||||
|
||||
if (boss->act_wait > 50)
|
||||
if (boss->act_wait > SECONDS_TO_FRAMES(1))
|
||||
{
|
||||
boss->ani_no = 2;
|
||||
boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
|
||||
boss->ani_wait = 0;
|
||||
boss->act_no = 112;
|
||||
boss->act_no = BALFROG_INITIALIZE_SHOOT;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 112:
|
||||
case BALFROG_INITIALIZE_SHOOT:
|
||||
if (++boss->ani_wait > 4)
|
||||
{
|
||||
boss->act_no = 113;
|
||||
boss->act_no = BALFROG_SHOOT;
|
||||
boss->act_wait = 0;
|
||||
boss->ani_no = 3;
|
||||
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
|
||||
boss->count1 = 16;
|
||||
gBoss[1].bits |= NPC_SHOOTABLE;
|
||||
boss->tgt_x = boss->life;
|
||||
|
@ -288,18 +335,18 @@ void ActBossChar_Frog(void)
|
|||
|
||||
break;
|
||||
|
||||
case 113:
|
||||
case BALFROG_SHOOT:
|
||||
if (boss->shock)
|
||||
{
|
||||
if (boss->count2++ / 2 % 2)
|
||||
boss->ani_no = 4;
|
||||
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING;
|
||||
else
|
||||
boss->ani_no = 3;
|
||||
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
|
||||
}
|
||||
else
|
||||
{
|
||||
boss->count2 = 0;
|
||||
boss->ani_no = 3;
|
||||
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
|
||||
}
|
||||
|
||||
boss->xm = 10 * boss->xm / 11;
|
||||
|
@ -309,28 +356,28 @@ void ActBossChar_Frog(void)
|
|||
boss->act_wait = 0;
|
||||
--boss->count1;
|
||||
|
||||
if (boss->direct == 0)
|
||||
deg = GetArktan(boss->x - 0x4000 - gMC.x, boss->y - 0x1000 - gMC.y);
|
||||
if (boss->direct == DIR_LEFT)
|
||||
deg = GetArktan(boss->x - TILES_TO_UNITS(2) - gMC.x, boss->y - PIXELS_TO_UNITS(8) - gMC.y);
|
||||
else
|
||||
deg = GetArktan(boss->x + 0x4000 - gMC.x, boss->y - 0x1000 - gMC.y);
|
||||
deg = GetArktan(boss->x + TILES_TO_UNITS(2) - gMC.x, boss->y - PIXELS_TO_UNITS(8) - gMC.y);
|
||||
|
||||
deg += (unsigned char)Random(-16, 16);
|
||||
deg += (unsigned char)Random(-0x10, 0x10);
|
||||
|
||||
ym = GetSin(deg);
|
||||
xm = GetCos(deg);
|
||||
|
||||
if (boss->direct == 0)
|
||||
SetNpChar(108, boss->x - 0x4000, boss->y - 0x1000, xm, ym, 0, 0, 0x100);
|
||||
if (boss->direct == DIR_LEFT)
|
||||
SetNpChar(NPC_PROJECTILE_BALFROG_SPITBALL, boss->x - TILES_TO_UNITS(2), boss->y - PIXELS_TO_UNITS(8), xm, ym, DIR_LEFT, NULL, 0x100);
|
||||
else
|
||||
SetNpChar(108, boss->x + 0x4000, boss->y - 0x1000, xm, ym, 0, 0, 0x100);
|
||||
SetNpChar(NPC_PROJECTILE_BALFROG_SPITBALL, boss->x + TILES_TO_UNITS(2), boss->y - PIXELS_TO_UNITS(8), xm, ym, DIR_LEFT, NULL, 0x100);
|
||||
|
||||
PlaySoundObject(39, 1);
|
||||
PlaySoundObject(SND_ENEMY_SHOOT_PROJETILE, 1);
|
||||
|
||||
if (boss->count1 == 0 || boss->life < boss->tgt_x - 90)
|
||||
{
|
||||
boss->act_no = 114;
|
||||
boss->act_no = BALFROG_AFTER_SHOOT_WAIT;
|
||||
boss->act_wait = 0;
|
||||
boss->ani_no = 2;
|
||||
boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
|
||||
boss->ani_wait = 0;
|
||||
gBoss[1].bits &= ~NPC_SHOOTABLE;
|
||||
}
|
||||
|
@ -338,188 +385,188 @@ void ActBossChar_Frog(void)
|
|||
|
||||
break;
|
||||
|
||||
case 114:
|
||||
case BALFROG_AFTER_SHOOT_WAIT:
|
||||
if (++boss->ani_wait > 10)
|
||||
{
|
||||
if (++gBoss[1].count1 > 2)
|
||||
{
|
||||
gBoss[1].count1 = 0;
|
||||
boss->act_no = 120;
|
||||
boss->act_no = BALFROG_INITIALIZE_LEAP_1;
|
||||
}
|
||||
else
|
||||
{
|
||||
boss->act_no = 100;
|
||||
boss->act_no = BALFROG_WAIT;
|
||||
}
|
||||
|
||||
boss->ani_wait = 0;
|
||||
boss->ani_no = 1;
|
||||
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 120:
|
||||
boss->act_no = 121;
|
||||
case BALFROG_INITIALIZE_LEAP_1:
|
||||
boss->act_no = BALFROG_INITIALIZE_LEAP_2;
|
||||
boss->act_wait = 0;
|
||||
boss->ani_no = 1;
|
||||
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
|
||||
boss->xm = 0;
|
||||
// Fallthrough
|
||||
case 121:
|
||||
if (++boss->act_wait > 50)
|
||||
case BALFROG_INITIALIZE_LEAP_2:
|
||||
if (++boss->act_wait > SECONDS_TO_FRAMES(1))
|
||||
{
|
||||
boss->act_no = 122;
|
||||
boss->act_no = BALFROG_INITIALIZE_LEAP_3;
|
||||
boss->ani_wait = 0;
|
||||
boss->ani_no = 2;
|
||||
boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 122:
|
||||
case BALFROG_INITIALIZE_LEAP_3:
|
||||
if (++boss->ani_wait > 20)
|
||||
{
|
||||
boss->act_no = 123;
|
||||
boss->act_no = BALFROG_LEAP;
|
||||
boss->ani_wait = 0;
|
||||
boss->ani_no = 1;
|
||||
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 123:
|
||||
case BALFROG_LEAP:
|
||||
if (++boss->ani_wait > 4)
|
||||
{
|
||||
boss->act_no = 124;
|
||||
boss->ani_no = 5;
|
||||
boss->ym = -0xA00;
|
||||
boss->view.top = 0x8000;
|
||||
boss->view.bottom = 0x3000;
|
||||
PlaySoundObject(25, 1);
|
||||
boss->act_no = BALFROG_LEAP_MIDAIR;
|
||||
boss->ani_no = BALFROG_SPRITE_JUMPING;
|
||||
boss->ym = PIXELS_TO_UNITS(-5);
|
||||
boss->view.top = PIXELS_TO_UNITS(64);
|
||||
boss->view.bottom = PIXELS_TO_UNITS(24);
|
||||
PlaySoundObject(SND_SILLY_EXPLOSION, 1);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 124:
|
||||
if (boss->flag & 8)
|
||||
case BALFROG_LEAP_MIDAIR:
|
||||
if (boss->flag & COLL_GROUND)
|
||||
{
|
||||
PlaySoundObject(26, 1);
|
||||
PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
|
||||
SetQuake(60);
|
||||
boss->act_no = 100;
|
||||
boss->ani_no = 1;
|
||||
boss->view.top = 0x6000;
|
||||
boss->view.bottom = 0x2000;
|
||||
boss->act_no = BALFROG_WAIT;
|
||||
boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
|
||||
boss->view.top = PIXELS_TO_UNITS(48);
|
||||
boss->view.bottom = PIXELS_TO_UNITS(16);
|
||||
|
||||
for (i = 0; i < 2; ++i)
|
||||
SetNpChar(104, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
|
||||
SetNpChar(NPC_ENEMY_FROG, TILES_TO_UNITS(Random(4, 16)), TILES_TO_UNITS(Random(0, 4)), 0, 0, DIR_AUTO, NULL, 0x80);
|
||||
|
||||
for (i = 0; i < 6; ++i)
|
||||
SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
|
||||
SetNpChar(NPC_ENEMY_PUCHI, TILES_TO_UNITS(Random(4, 16)), TILES_TO_UNITS(Random(0, 4)), 0, 0, DIR_AUTO, NULL, 0x80);
|
||||
|
||||
for (i = 0; i < 8; ++i)
|
||||
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + boss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + boss->hit.bottom, Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
|
||||
|
||||
if (boss->direct == 0 && boss->x < gMC.x)
|
||||
if (boss->direct == DIR_LEFT && boss->x < gMC.x)
|
||||
{
|
||||
boss->direct = 2;
|
||||
boss->act_no = 110;
|
||||
boss->direct = DIR_RIGHT;
|
||||
boss->act_no = BALFROG_INITIALIZE_LAND;
|
||||
}
|
||||
|
||||
if (boss->direct == 2 && boss->x > gMC.x)
|
||||
if (boss->direct == DIR_RIGHT && boss->x > gMC.x)
|
||||
{
|
||||
boss->direct = 0;
|
||||
boss->act_no = 110;
|
||||
boss->direct = DIR_LEFT;
|
||||
boss->act_no = BALFROG_INITIALIZE_LAND;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 130:
|
||||
boss->act_no = 131;
|
||||
boss->ani_no = 3;
|
||||
case BALFROG_DIE:
|
||||
boss->act_no = BALFROG_DIE_FLASHING;
|
||||
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
|
||||
boss->act_wait = 0;
|
||||
boss->xm = 0;
|
||||
PlaySoundObject(72, 1);
|
||||
PlaySoundObject(SND_EXPLOSION, 1);
|
||||
|
||||
for (i = 0; i < 8; ++i)
|
||||
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
|
||||
|
||||
gBoss[1].cond = 0;
|
||||
gBoss[2].cond = 0;
|
||||
// Fallthrough
|
||||
case 131:
|
||||
case BALFROG_DIE_FLASHING:
|
||||
if (++boss->act_wait % 5 == 0)
|
||||
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
|
||||
|
||||
if (boss->act_wait / 2 % 2)
|
||||
boss->x -= 0x200;
|
||||
boss->x -= PIXELS_TO_UNITS(1);
|
||||
else
|
||||
boss->x += 0x200;
|
||||
boss->x += PIXELS_TO_UNITS(1);
|
||||
|
||||
if (boss->act_wait > 100)
|
||||
if (boss->act_wait > SECONDS_TO_FRAMES(2))
|
||||
{
|
||||
boss->act_wait = 0;
|
||||
boss->act_no = 132;
|
||||
boss->act_no = BALFROG_REVERT;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 132:
|
||||
case BALFROG_REVERT:
|
||||
if (++boss->act_wait / 2 % 2)
|
||||
{
|
||||
boss->view.front = 0x2800;
|
||||
boss->view.top = 0x1800;
|
||||
boss->view.back = 0x2800;
|
||||
boss->view.bottom = 0x1800;
|
||||
boss->ani_no = 6;
|
||||
boss->view.front = PIXELS_TO_UNITS(20);
|
||||
boss->view.top = PIXELS_TO_UNITS(12);
|
||||
boss->view.back = PIXELS_TO_UNITS(20);
|
||||
boss->view.bottom = PIXELS_TO_UNITS(12);
|
||||
boss->ani_no = BALFROG_SPRITE_BALROG_WHITE;
|
||||
}
|
||||
else
|
||||
{
|
||||
boss->view.front = 0x6000;
|
||||
boss->view.top = 0x6000;
|
||||
boss->view.back = 0x4000;
|
||||
boss->view.bottom = 0x2000;
|
||||
boss->ani_no = 3;
|
||||
boss->view.front = PIXELS_TO_UNITS(48);
|
||||
boss->view.top = PIXELS_TO_UNITS(48);
|
||||
boss->view.back = PIXELS_TO_UNITS(32);
|
||||
boss->view.bottom = PIXELS_TO_UNITS(16);
|
||||
boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
|
||||
}
|
||||
|
||||
if (boss->act_wait % 9 == 0)
|
||||
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
|
||||
|
||||
if (boss->act_wait > 150)
|
||||
if (boss->act_wait > SECONDS_TO_FRAMES(3))
|
||||
{
|
||||
boss->act_no = 140;
|
||||
boss->hit.bottom = 0x1800;
|
||||
boss->act_no = BALFROG_NOP_START;
|
||||
boss->hit.bottom = PIXELS_TO_UNITS(12);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 140:
|
||||
boss->act_no = 141;
|
||||
case BALFROG_NOP_START:
|
||||
boss->act_no = BALFROG_NOP;
|
||||
// Fallthrough
|
||||
case 141:
|
||||
if (boss->flag & 8)
|
||||
case BALFROG_NOP:
|
||||
if (boss->flag & COLL_GROUND)
|
||||
{
|
||||
boss->act_no = 142;
|
||||
boss->act_no = BALFROG_GO_INTO_CEILING;
|
||||
boss->act_wait = 0;
|
||||
boss->ani_no = 7;
|
||||
boss->ani_no = BALFROG_SPRITE_BALROG_CROUCHING;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 142:
|
||||
case BALFROG_GO_INTO_CEILING:
|
||||
if (++boss->act_wait > 30)
|
||||
{
|
||||
boss->ani_no = 8;
|
||||
boss->ym = -0xA00;
|
||||
boss->ani_no = BALFROG_SPRITE_BALROG_JUMPING;
|
||||
boss->ym = PIXELS_TO_UNITS(-5);
|
||||
boss->bits |= NPC_IGNORE_SOLIDITY;
|
||||
boss->act_no = 143;
|
||||
boss->act_no = BALFROG_GONE_INTO_CEILING;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 143:
|
||||
boss->ym = -0xA00;
|
||||
case BALFROG_GONE_INTO_CEILING:
|
||||
boss->ym = PIXELS_TO_UNITS(-5);
|
||||
|
||||
if (boss->y < 0)
|
||||
{
|
||||
boss->cond = 0;
|
||||
PlaySoundObject(26, 1);
|
||||
PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
|
||||
SetQuake(30);
|
||||
}
|
||||
|
||||
|
@ -533,7 +580,7 @@ void ActBossChar_Frog(void)
|
|||
boss->x += boss->xm;
|
||||
boss->y += boss->ym;
|
||||
|
||||
if (boss->direct == 0)
|
||||
if (boss->direct == DIR_LEFT)
|
||||
boss->rect = rcLeft[boss->ani_no];
|
||||
else
|
||||
boss->rect = rcRight[boss->ani_no];
|
||||
|
|
|
@ -2,3 +2,31 @@
|
|||
|
||||
#define WINDOW_WIDTH 320
|
||||
#define WINDOW_HEIGHT 240
|
||||
|
||||
#define TILES_TO_PIXELS(x) ((x) * 0x10)
|
||||
#define PIXELS_TO_TILES(x) ((x) / 0x10)
|
||||
#define PIXELS_TO_UNITS(x) ((x) * 0x200)
|
||||
#define UNITS_TO_PIXELS(x) ((x) / 0x200)
|
||||
#define TILES_TO_UNITS(x) ((x) * (0x200 * 0x10))
|
||||
#define UNITS_TO_TILES(x) ((x) / (0x200 * 0x10))
|
||||
|
||||
#define SECONDS_TO_FRAMES(x) ((x) * 50)
|
||||
#define FRAMES_TO_SECONDS(x) ((x) / 50)
|
||||
|
||||
enum Collisions
|
||||
{
|
||||
COLL_LEFT_WALL = 1, // Touching a left wall
|
||||
COLL_CEILING = 2, // Touching a ceiling
|
||||
COLL_RIGHT_WALL = 4, // Touching a right wall
|
||||
COLL_GROUND = 8, // Touching the ground
|
||||
// To be continued
|
||||
};
|
||||
|
||||
enum Direction
|
||||
{
|
||||
DIR_LEFT = 0,
|
||||
DIR_UP = 1,
|
||||
DIR_RIGHT = 2,
|
||||
DIR_DOWN = 3,
|
||||
DIR_AUTO = 4
|
||||
};
|
||||
|
|
25
src/NpChar.h
25
src/NpChar.h
|
@ -1,11 +1,18 @@
|
|||
#pragma once
|
||||
|
||||
#include "CommonDefines.h"
|
||||
#include "WindowsWrapper.h"
|
||||
|
||||
#include "Draw.h"
|
||||
|
||||
#define NPC_MAX 0x200
|
||||
|
||||
enum NPCCond
|
||||
{
|
||||
NPCCOND_DAMAGE_BOSS = 0x10, // (gBoss npc exclusive) When set, damage the main boss
|
||||
NPCCOND_ALIVE = 0x80 // Whether the NPC is alive or not
|
||||
};
|
||||
|
||||
// Be careful when changing these: they're baked into the 'npc.tbl' file
|
||||
enum NPCFlags
|
||||
{
|
||||
|
@ -26,6 +33,24 @@ enum NPCFlags
|
|||
NPC_SHOW_DAMAGE = 1<<15 // Show the number of damage taken when harmed
|
||||
};
|
||||
|
||||
enum NPCNames
|
||||
{
|
||||
NPC_NULL = 0,
|
||||
NPC_EXP = 1,
|
||||
NPC_ENEMY_BEHEMOTH = 2,
|
||||
NPC_DAMAGE_TEXT_HOLDER = 3,
|
||||
NPC_SMOKE = 4,
|
||||
// To be continued
|
||||
NPC_ENEMY_FROG = 104,
|
||||
NPC_SPEECH_BALLOON_HEY_LOW = 105,
|
||||
NPC_SPEECH_BALLOON_HEY_HIGH = 106,
|
||||
NPC_MALCO_UNDAMAGED = 107,
|
||||
NPC_PROJECTILE_BALFROG_SPITBALL = 108,
|
||||
NPC_MALCO_DAMAGED = 109,
|
||||
NPC_ENEMY_PUCHI = 110,
|
||||
// To be continued
|
||||
};
|
||||
|
||||
struct NPCHAR
|
||||
{
|
||||
unsigned char cond;
|
||||
|
|
14
src/Sound.h
14
src/Sound.h
|
@ -9,6 +9,20 @@
|
|||
|
||||
#define SE_MAX 160 // According to the Organya source code release, this is the real name for this constant
|
||||
|
||||
enum SoundEffectNames
|
||||
{
|
||||
// To be continued
|
||||
SND_SILLY_EXPLOSION = 25,
|
||||
SND_LARGE_OBJECT_HIT_GROUND = 26,
|
||||
// To be continued
|
||||
SND_ENEMY_SHOOT_PROJETILE = 39,
|
||||
// To be continued
|
||||
SND_BEHEMOTH_LARGE_HURT = 52,
|
||||
// To be continued
|
||||
SND_EXPLOSION = 72,
|
||||
// To be continued
|
||||
};
|
||||
|
||||
extern BOOL audio_backend_initialised;
|
||||
extern AudioBackend_Sound *lpSECONDARYBUFFER[SE_MAX];
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue