Started improving on balfrog.cpp

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2019-09-12 16:47:14 +02:00
parent 75baabf934
commit 861064bf12
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GPG key ID: 1E75F156884F3DCE
3 changed files with 108 additions and 53 deletions

View file

@ -8,8 +8,38 @@
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Stage.h"
#include "Triangle.h"
enum BalfrogStates
{
BALFROG_INITIALIZE = 0,
BALFROG_START = 10,
BALFROG_INITIALIZE_FLICKER = 20,
BALFROG_FLICKER = 21,
BALFROG_WAIT = 100,
BALFROG_INITIALIZE_HOP_1 = 101,
BALFROG_INITIALIZE_HOP_2 = 102,
BALFROG_HOP = 103,
BALFROG_MIDAIR = 104,
BALFROG_INITIALIZE_LAND = 110,
BALFROG_LAND = 111,
BALFROG_INITIALIZE_SHOOT = 113,
BALFROG_INITIALIZE_LEAP_1 = 120,
BALFROG_INITIALIZE_LEAP_2 = 121,
BALFROG_INITIALIZE_LEAP_3 = 122,
BALFROG_LEAP = 123,
BALFROG_LEAP_MIDAIR = 124,
BALFROG_DIE = 130,
BALFROG_DIE_FLASHING = 131,
BALFROG_REVERT = 132,
BALFROG_NOP_START = 140,
BALFROG_NOP = 141,
BALFROG_GO_INTO_CEILING = 142,
BALFROG_GONE_INTO_CEILING = 143
};
// Balfrog's mouth
static void ActBossChar02_01(void)
{
@ -27,33 +57,33 @@ static void ActBossChar02_01(void)
{
case 0:
boss->hit_voice = 52;
boss->hit.front = 0x2000;
boss->hit.top = 0x2000;
boss->hit.back = 0x2000;
boss->hit.bottom = 0x2000;
boss->hit.front = PIXELS_TO_UNITS(16);
boss->hit.top = PIXELS_TO_UNITS(16);
boss->hit.back = PIXELS_TO_UNITS(16);
boss->hit.bottom = PIXELS_TO_UNITS(16);
boss->size = 3;
boss->bits = NPC_INVULNERABLE;
break;
case 1:
boss->x = gBoss[0].x + -0x3000 * minus;
boss->y = gBoss[0].y - 0x3000;
boss->x = gBoss[0].x + -PIXELS_TO_UNITS(24) * minus;
boss->y = gBoss[0].y - PIXELS_TO_UNITS(24);
break;
case 2:
boss->x = gBoss[0].x + -0x3000 * minus;
boss->y = gBoss[0].y - 0x2800;
boss->x = gBoss[0].x + -PIXELS_TO_UNITS(24) * minus;
boss->y = gBoss[0].y - PIXELS_TO_UNITS(20);
break;
case 3:
case 4:
boss->x = gBoss[0].x + -0x3000 * minus;
boss->y = gBoss[0].y - 0x2000;
boss->x = gBoss[0].x + -PIXELS_TO_UNITS(24) * minus;
boss->y = gBoss[0].y - PIXELS_TO_UNITS(32);
break;
case 5:
boss->x = gBoss[0].x + -0x3000 * minus;
boss->y = gBoss[0].y - 0x5600;
boss->x = gBoss[0].x + -PIXELS_TO_UNITS(24) * minus;
boss->y = gBoss[0].y - PIXELS_TO_UNITS(43);
break;
}
}
@ -66,10 +96,10 @@ static void ActBossChar02_02(void)
{
case 0:
boss->hit_voice = 52;
boss->hit.front = 0x3000;
boss->hit.top = 0x2000;
boss->hit.back = 0x3000;
boss->hit.bottom = 0x2000;
boss->hit.front = PIXELS_TO_UNITS(24);
boss->hit.top = PIXELS_TO_UNITS(16);
boss->hit.back = PIXELS_TO_UNITS(24);
boss->hit.bottom = PIXELS_TO_UNITS(16);
boss->size = 3;
boss->bits = NPC_INVULNERABLE;
break;
@ -93,7 +123,7 @@ void ActBossChar_Frog(void)
int ym;
int xm;
// Rects 1-4 are for when Balfrog is a frog, 5-8 for when he reverts and goes into the ceiling
// Rects 1-4 are for when Balfrog is a frog, 5-8 for when he reverts into Balrog and goes into the ceiling
RECT rcLeft[9] = {
{0, 0, 0, 0},
{0, 48, 80, 112},
@ -122,19 +152,19 @@ void ActBossChar_Frog(void)
switch (boss->act_no)
{
case 0:
boss->x = 0xC000;
boss->y = 0x19000;
case BALFROG_INITIALIZE:
boss->x = TILES_TO_UNITS(6);
boss->y = (TILES_TO_UNITS(12) + PIXELS_TO_UNITS(8));
boss->direct = 2;
boss->view.front = 0x6000;
boss->view.top = 0x6000;
boss->view.back = 0x4000;
boss->view.bottom = 0x2000;
boss->view.front = TILES_TO_UNITS(3);
boss->view.top = TILES_TO_UNITS(3);
boss->view.back = TILES_TO_UNITS(2);
boss->view.bottom = TILES_TO_UNITS(1);
boss->hit_voice = 52;
boss->hit.front = 0x3000;
boss->hit.top = 0x2000;
boss->hit.back = 0x3000;
boss->hit.bottom = 0x2000;
boss->hit.front = TILES_TO_UNITS(1) + PIXELS_TO_UNITS(8);
boss->hit.top = TILES_TO_UNITS(1);
boss->hit.back = TILES_TO_UNITS(1) + PIXELS_TO_UNITS(8);
boss->hit.bottom = TILES_TO_UNITS(1);
boss->size = 3;
boss->exp = 1;
boss->code_event = 1000;
@ -142,27 +172,29 @@ void ActBossChar_Frog(void)
boss->life = 300;
break;
case 10:
boss->act_no = 11;
case BALFROG_START:
boss->act_no = (BALFROG_START + 1);
boss->ani_no = 3;
boss->cond = 0x80;
boss->cond = NPCCOND_ALIVE;
boss->rect = rcRight[0];
gBoss[1].cond = 0x90;
gBoss[1].cond = (NPCCOND_ALIVE | NPCCOND_DAMAGE_BOSS);
gBoss[1].code_event = 1000;
gBoss[2].cond = 0x80;
gBoss[2].cond = NPCCOND_ALIVE;
gBoss[1].damage = 5;
gBoss[2].damage = 5;
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(-0x600, 0), 0, 0, 0x100);
break;
case 20:
boss->act_no = 21;
case BALFROG_INITIALIZE_FLICKER:
boss->act_no = BALFROG_FLICKER;
boss->act_wait = 0;
// Fallthrough
case 21:
case BALFROG_FLICKER:
if (++boss->act_wait / 2 % 2)
boss->ani_no = 3;
else
@ -170,62 +202,62 @@ void ActBossChar_Frog(void)
break;
case 100:
boss->act_no = 101;
case BALFROG_WAIT:
boss->act_no = BALFROG_INITIALIZE_HOP_1;
boss->act_wait = 0;
boss->ani_no = 1;
boss->xm = 0;
// Fallthrough
case 101:
case BALFROG_INITIALIZE_HOP_1:
if (++boss->act_wait > 50)
{
boss->act_no = 102;
boss->act_no = BALFROG_INITIALIZE_HOP_2;
boss->ani_wait = 0;
boss->ani_no = 2;
}
break;
case 102:
case BALFROG_INITIALIZE_HOP_2:
if (++boss->ani_wait > 10)
{
boss->act_no = 103;
boss->act_no = BALFROG_HOP;
boss->ani_wait = 0;
boss->ani_no = 1;
}
break;
case 103:
case BALFROG_HOP:
if (++boss->ani_wait > 4)
{
boss->act_no = 104;
boss->act_no = BALFROG_MIDAIR;
boss->ani_no = 5;
boss->ym = -0x400;
boss->ym = -PIXELS_TO_UNITS(2);
PlaySoundObject(25, 1);
if (boss->direct == 0)
boss->xm = -0x200;
boss->xm = -PIXELS_TO_UNITS(1);
else
boss->xm = 0x200;
boss->xm = PIXELS_TO_UNITS(1);
boss->view.top = 0x8000;
boss->view.bottom = 0x3000;
boss->view.top = TILES_TO_UNITS(4);
boss->view.bottom = TILES_TO_UNITS(1) + PIXELS_TO_UNITS(8);
}
break;
case 104:
case BALFROG_MIDAIR:
if (boss->direct == 0 && boss->flag & 1)
{
boss->direct = 2;
boss->xm = 0x200;
boss->xm = PIXELS_TO_UNITS(1);
}
if (boss->direct == 2 && boss->flag & 4)
{
boss->direct = 0;
boss->xm = -0x200;
boss->xm = -PIXELS_TO_UNITS(1);
}
if (boss->flag & 8)

View file

@ -26,6 +26,22 @@ enum NPCFlags
NPC_SHOW_DAMAGE = 1<<15 // Show the number of damage taken when harmed
};
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
};
enum NPCNames
{
NPC_NULL = 0,
NPC_EXP = 1,
NPC_ENEMY_BEHEMOTH = 2,
NPC_NULL_DELETES_ITSELF = 3,
NPC_SMOKE = 4,
// To be finished later
};
struct NPCHAR
{
unsigned char cond;

View file

@ -66,3 +66,10 @@ extern MusicID gMusicNo;
BOOL TransferStage(int no, int w, int x, int y);
void ChangeMusic(MusicID no);
void ReCallMusic();
#define TILES_TO_UNITS(x) ((x) * 0x2000)
#define UNITS_TO_TILES(x) ((x) / 0x2000)
#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)