Commented BossFrog entirely

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2019-09-13 18:49:17 +02:00
parent 861064bf12
commit 9bef4b1d49
No known key found for this signature in database
GPG key ID: 1E75F156884F3DCE
5 changed files with 224 additions and 167 deletions

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@ -3,12 +3,12 @@
#include "WindowsWrapper.h"
#include "Boss.h"
#include "CommonDefines.h"
#include "Frame.h"
#include "Game.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Stage.h"
#include "Triangle.h"
enum BalfrogStates
@ -24,7 +24,9 @@ enum BalfrogStates
BALFROG_MIDAIR = 104,
BALFROG_INITIALIZE_LAND = 110,
BALFROG_LAND = 111,
BALFROG_INITIALIZE_SHOOT = 113,
BALFROG_INITIALIZE_SHOOT = 112,
BALFROG_SHOOT = 113,
BALFROG_AFTER_SHOOT_WAIT = 114,
BALFROG_INITIALIZE_LEAP_1 = 120,
BALFROG_INITIALIZE_LEAP_2 = 121,
BALFROG_INITIALIZE_LEAP_3 = 122,
@ -39,6 +41,18 @@ enum BalfrogStates
BALFROG_GONE_INTO_CEILING = 143
};
enum BalfrogAnims
{
BALFANI_NOTHING = 0,
BALFANI_STANDING_STILL = 1,
BALFANI_MOUTH_BARELY_OPEN_CROUCHING = 2,
BALFANI_MOUTH_OPEN_CROUCHING = 3,
BALFANI_MOUTH_OPEN_CROUCHING_FLASHING = 4,
BALFANI_JUMPING = 5,
BALFANI_BALROG_WHITE = 6,
BALFANI_BALROG_CROUCHING = 7,
BALFANI_BALROG_JUMPING = 8
};
// Balfrog's mouth
static void ActBossChar02_01(void)
@ -46,7 +60,7 @@ static void ActBossChar02_01(void)
NPCHAR *boss;
int minus;
if (gBoss[0].direct == 0)
if (gBoss[0].direct == DIR_LEFT)
minus = 1;
else
minus = -1;
@ -55,8 +69,8 @@ static void ActBossChar02_01(void)
switch (gBoss[0].ani_no)
{
case 0:
boss->hit_voice = 52;
case BALFANI_NOTHING:
boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
boss->hit.front = PIXELS_TO_UNITS(16);
boss->hit.top = PIXELS_TO_UNITS(16);
boss->hit.back = PIXELS_TO_UNITS(16);
@ -65,23 +79,23 @@ static void ActBossChar02_01(void)
boss->bits = NPC_INVULNERABLE;
break;
case 1:
case BALFANI_STANDING_STILL:
boss->x = gBoss[0].x + -PIXELS_TO_UNITS(24) * minus;
boss->y = gBoss[0].y - PIXELS_TO_UNITS(24);
break;
case 2:
case BALFANI_MOUTH_BARELY_OPEN_CROUCHING:
boss->x = gBoss[0].x + -PIXELS_TO_UNITS(24) * minus;
boss->y = gBoss[0].y - PIXELS_TO_UNITS(20);
break;
case 3:
case 4:
case BALFANI_MOUTH_OPEN_CROUCHING:
case BALFANI_MOUTH_OPEN_CROUCHING_FLASHING:
boss->x = gBoss[0].x + -PIXELS_TO_UNITS(24) * minus;
boss->y = gBoss[0].y - PIXELS_TO_UNITS(32);
break;
case 5:
case BALFANI_JUMPING:
boss->x = gBoss[0].x + -PIXELS_TO_UNITS(24) * minus;
boss->y = gBoss[0].y - PIXELS_TO_UNITS(43);
break;
@ -94,8 +108,8 @@ static void ActBossChar02_02(void)
switch (gBoss[0].ani_no)
{
case 0:
boss->hit_voice = 52;
case BALFANI_NOTHING:
boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
boss->hit.front = PIXELS_TO_UNITS(24);
boss->hit.top = PIXELS_TO_UNITS(16);
boss->hit.back = PIXELS_TO_UNITS(24);
@ -104,11 +118,11 @@ static void ActBossChar02_02(void)
boss->bits = NPC_INVULNERABLE;
break;
case 1:
case 2:
case 3:
case 4:
case 5:
case BALFANI_STANDING_STILL:
case BALFANI_MOUTH_BARELY_OPEN_CROUCHING:
case BALFANI_MOUTH_OPEN_CROUCHING:
case BALFANI_MOUTH_OPEN_CROUCHING_FLASHING:
case BALFANI_JUMPING:
boss->x = gBoss[0].x;
boss->y = gBoss[0].y;
break;
@ -125,17 +139,18 @@ void ActBossChar_Frog(void)
// 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},
{0, 112, 80, 176},
{0, 176, 80, 240},
{160, 48, 240, 112},
{160, 112, 240, 200},
{200, 0, 240, 24},
{80, 0, 120, 24},
{120, 0, 160, 24},
{0, 0, 0, 0}, // Nothing
{0, 48, 80, 112}, // Balfrog standing still
{0, 112, 80, 176}, // Balfrog with his mouth barely open, crouching
{0, 176, 80, 240}, // Balfrog with his mouth open, crouching
{160, 48, 240, 112}, // Balfrog with his mouth open, crouching, flashing
{160, 112, 240, 200}, // Balfrog jumping
{200, 0, 240, 24}, // Balrog completely white
{80, 0, 120, 24}, // Balrog crouching
{120, 0, 160, 24}, // Balrog jumping
};
// See above
RECT rcRight[9] = {
{0, 0, 0, 0},
{80, 48, 160, 112},
@ -155,12 +170,12 @@ void ActBossChar_Frog(void)
case BALFROG_INITIALIZE:
boss->x = TILES_TO_UNITS(6);
boss->y = (TILES_TO_UNITS(12) + PIXELS_TO_UNITS(8));
boss->direct = 2;
boss->direct = DIR_RIGHT;
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_voice = SND_BEHEMOTH_LARGE_HURT;
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);
@ -174,7 +189,7 @@ void ActBossChar_Frog(void)
case BALFROG_START:
boss->act_no = (BALFROG_START + 1);
boss->ani_no = 3;
boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
boss->cond = NPCCOND_ALIVE;
boss->rect = rcRight[0];
@ -186,7 +201,7 @@ void ActBossChar_Frog(void)
gBoss[2].damage = 5;
for (i = 0; i < 8; ++i)
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);
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);
break;
@ -196,24 +211,24 @@ void ActBossChar_Frog(void)
// Fallthrough
case BALFROG_FLICKER:
if (++boss->act_wait / 2 % 2)
boss->ani_no = 3;
boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
else
boss->ani_no = 0;
boss->ani_no = BALFANI_NOTHING;
break;
case BALFROG_WAIT:
boss->act_no = BALFROG_INITIALIZE_HOP_1;
boss->act_wait = 0;
boss->ani_no = 1;
boss->ani_no = BALFANI_STANDING_STILL;
boss->xm = 0;
// Fallthrough
case BALFROG_INITIALIZE_HOP_1:
if (++boss->act_wait > 50)
if (++boss->act_wait > SECONDS_TO_FRAMES(1))
{
boss->act_no = BALFROG_INITIALIZE_HOP_2;
boss->ani_wait = 0;
boss->ani_no = 2;
boss->ani_no = BALFANI_MOUTH_BARELY_OPEN_CROUCHING;
}
break;
@ -223,7 +238,7 @@ void ActBossChar_Frog(void)
{
boss->act_no = BALFROG_HOP;
boss->ani_wait = 0;
boss->ani_no = 1;
boss->ani_no = BALFANI_STANDING_STILL;
}
break;
@ -232,11 +247,11 @@ void ActBossChar_Frog(void)
if (++boss->ani_wait > 4)
{
boss->act_no = BALFROG_MIDAIR;
boss->ani_no = 5;
boss->ani_no = BALFANI_JUMPING;
boss->ym = -PIXELS_TO_UNITS(2);
PlaySoundObject(25, 1);
if (boss->direct == 0)
if (boss->direct == DIR_LEFT)
boss->xm = -PIXELS_TO_UNITS(1);
else
boss->xm = PIXELS_TO_UNITS(1);
@ -248,71 +263,71 @@ void ActBossChar_Frog(void)
break;
case BALFROG_MIDAIR:
if (boss->direct == 0 && boss->flag & 1)
if (boss->direct == DIR_LEFT && boss->flag & COLL_LEFT_WALL)
{
boss->direct = 2;
boss->direct = DIR_RIGHT;
boss->xm = PIXELS_TO_UNITS(1);
}
if (boss->direct == 2 && boss->flag & 4)
if (boss->direct == DIR_RIGHT && boss->flag & COLL_RIGHT_WALL)
{
boss->direct = 0;
boss->direct = DIR_LEFT;
boss->xm = -PIXELS_TO_UNITS(1);
}
if (boss->flag & 8)
if (boss->flag & COLL_GROUND)
{
PlaySoundObject(26, 1);
PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
SetQuake(30);
boss->act_no = 100;
boss->ani_no = 1;
boss->view.top = 0x6000;
boss->view.bottom = 0x2000;
boss->act_no = BALFROG_WAIT;
boss->ani_no = BALFANI_STANDING_STILL;
boss->view.top = TILES_TO_UNITS(3);
boss->view.bottom = TILES_TO_UNITS(1);
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;
}
SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
SetNpChar(110, TILES_TO_UNITS(Random(4, 16)), TILES_TO_UNITS(Random(0, 4)), 0, 0, DIR_AUTO, NULL, 0x80);
for (i = 0; i < 4; ++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);
}
break;
case 110:
boss->ani_no = 1;
case BALFROG_INITIALIZE_LAND:
boss->ani_no = BALFANI_STANDING_STILL;
boss->act_wait = 0;
boss->act_no = 111;
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 = BALFANI_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 = BALFANI_MOUTH_OPEN_CROUCHING;
boss->count1 = 16;
gBoss[1].bits |= NPC_SHOOTABLE;
boss->tgt_x = boss->life;
@ -320,18 +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 = BALFANI_MOUTH_OPEN_CROUCHING_FLASHING;
else
boss->ani_no = 3;
boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
}
else
{
boss->count2 = 0;
boss->ani_no = 3;
boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
}
boss->xm = 10 * boss->xm / 11;
@ -341,28 +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 = BALFANI_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_wait = 0;
gBoss[1].bits &= ~NPC_SHOOTABLE;
}
@ -370,188 +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 = BALFANI_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 = BALFANI_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 = BALFANI_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 = BALFANI_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 = BALFANI_JUMPING;
boss->ym = -PIXELS_TO_UNITS(5);
boss->view.top = TILES_TO_UNITS(4);
boss->view.bottom = TILES_TO_UNITS(1) + PIXELS_TO_UNITS(8);
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 = BALFANI_STANDING_STILL;
boss->view.top = TILES_TO_UNITS(3);
boss->view.bottom = TILES_TO_UNITS(1);
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 = BALFANI_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 = TILES_TO_UNITS(1) + PIXELS_TO_UNITS(8);
boss->view.top = PIXELS_TO_UNITS(12);
boss->view.back = TILES_TO_UNITS(1) + PIXELS_TO_UNITS(8);
boss->view.bottom = PIXELS_TO_UNITS(12);
boss->ani_no = BALFANI_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 = 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->ani_no = BALFANI_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 = BALFANI_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 = BALFANI_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);
}
@ -559,13 +574,13 @@ void ActBossChar_Frog(void)
}
boss->ym += 0x40;
if (boss->ym > 0x5FF)
boss->ym = 0x5FF;
if (boss->ym > (PIXELS_TO_UNITS(3) - 1))
boss->ym = (PIXELS_TO_UNITS(3) - 1);
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];

View file

@ -2,3 +2,30 @@
#define WINDOW_WIDTH 320
#define WINDOW_HEIGHT 240
enum Direction
{
DIR_LEFT = 0,
DIR_UP = 1,
DIR_RIGHT = 2,
DIR_DOWN = 3,
DIR_AUTO = 4
};
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
};
#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)
#define SECONDS_TO_FRAMES(x) ((x) * 50)
#define FRAMES_TO_SECONDS(x) ((x) / 50)

View file

@ -39,7 +39,15 @@ enum NPCNames
NPC_ENEMY_BEHEMOTH = 2,
NPC_NULL_DELETES_ITSELF = 3,
NPC_SMOKE = 4,
// To be finished later
// 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

View file

@ -23,3 +23,17 @@ void ChangeSoundFrequency(int no, unsigned long rate);
void ChangeSoundVolume(int no, long volume);
void ChangeSoundPan(int no, long pan);
int MakePixToneObject(const PIXTONEPARAMETER *ptp, int ptp_num, int no);
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
};

View file

@ -66,10 +66,3 @@ 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)