Commented BossFrog entirely
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
parent
861064bf12
commit
9bef4b1d49
5 changed files with 224 additions and 167 deletions
333
src/BossFrog.cpp
333
src/BossFrog.cpp
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@ -3,12 +3,12 @@
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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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#include "NpChar.h"
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#include "Sound.h"
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#include "Stage.h"
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#include "Triangle.h"
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enum BalfrogStates
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@ -24,7 +24,9 @@ enum BalfrogStates
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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 = 113,
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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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@ -39,6 +41,18 @@ enum BalfrogStates
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BALFROG_GONE_INTO_CEILING = 143
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};
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enum BalfrogAnims
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{
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BALFANI_NOTHING = 0,
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BALFANI_STANDING_STILL = 1,
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BALFANI_MOUTH_BARELY_OPEN_CROUCHING = 2,
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BALFANI_MOUTH_OPEN_CROUCHING = 3,
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BALFANI_MOUTH_OPEN_CROUCHING_FLASHING = 4,
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BALFANI_JUMPING = 5,
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BALFANI_BALROG_WHITE = 6,
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BALFANI_BALROG_CROUCHING = 7,
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BALFANI_BALROG_JUMPING = 8
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};
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// Balfrog's mouth
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static void ActBossChar02_01(void)
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@ -46,7 +60,7 @@ static void ActBossChar02_01(void)
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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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@ -55,8 +69,8 @@ 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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case BALFANI_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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@ -65,23 +79,23 @@ static void ActBossChar02_01(void)
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boss->bits = NPC_INVULNERABLE;
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break;
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case 1:
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case BALFANI_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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case BALFANI_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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case BALFANI_MOUTH_OPEN_CROUCHING:
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case BALFANI_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(32);
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break;
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case 5:
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case BALFANI_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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@ -94,8 +108,8 @@ 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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case BALFANI_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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@ -104,11 +118,11 @@ static void ActBossChar02_02(void)
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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 BALFANI_STANDING_STILL:
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case BALFANI_MOUTH_BARELY_OPEN_CROUCHING:
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case BALFANI_MOUTH_OPEN_CROUCHING:
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case BALFANI_MOUTH_OPEN_CROUCHING_FLASHING:
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case BALFANI_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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@ -125,17 +139,18 @@ void ActBossChar_Frog(void)
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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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@ -155,12 +170,12 @@ void ActBossChar_Frog(void)
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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) + PIXELS_TO_UNITS(8));
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boss->direct = 2;
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boss->direct = DIR_RIGHT;
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boss->view.front = TILES_TO_UNITS(3);
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boss->view.top = TILES_TO_UNITS(3);
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boss->view.back = TILES_TO_UNITS(2);
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boss->view.bottom = TILES_TO_UNITS(1);
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boss->hit_voice = 52;
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boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
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boss->hit.front = TILES_TO_UNITS(1) + PIXELS_TO_UNITS(8);
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boss->hit.top = TILES_TO_UNITS(1);
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boss->hit.back = TILES_TO_UNITS(1) + PIXELS_TO_UNITS(8);
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@ -174,7 +189,7 @@ void ActBossChar_Frog(void)
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case BALFROG_START:
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boss->act_no = (BALFROG_START + 1);
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boss->ani_no = 3;
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boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
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boss->cond = NPCCOND_ALIVE;
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boss->rect = rcRight[0];
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@ -186,7 +201,7 @@ void ActBossChar_Frog(void)
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gBoss[2].damage = 5;
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for (i = 0; i < 8; ++i)
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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(-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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@ -196,24 +211,24 @@ void ActBossChar_Frog(void)
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// Fallthrough
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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 = BALFANI_MOUTH_OPEN_CROUCHING;
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else
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boss->ani_no = 0;
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boss->ani_no = BALFANI_NOTHING;
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break;
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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 = BALFANI_STANDING_STILL;
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boss->xm = 0;
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// Fallthrough
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case BALFROG_INITIALIZE_HOP_1:
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if (++boss->act_wait > 50)
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if (++boss->act_wait > SECONDS_TO_FRAMES(1))
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{
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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 = BALFANI_MOUTH_BARELY_OPEN_CROUCHING;
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}
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break;
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@ -223,7 +238,7 @@ void ActBossChar_Frog(void)
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{
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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 = BALFANI_STANDING_STILL;
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}
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break;
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@ -232,11 +247,11 @@ void ActBossChar_Frog(void)
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if (++boss->ani_wait > 4)
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{
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boss->act_no = BALFROG_MIDAIR;
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boss->ani_no = 5;
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boss->ani_no = BALFANI_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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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 = PIXELS_TO_UNITS(1);
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@ -248,71 +263,71 @@ void ActBossChar_Frog(void)
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break;
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case BALFROG_MIDAIR:
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if (boss->direct == 0 && boss->flag & 1)
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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->direct = DIR_RIGHT;
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boss->xm = PIXELS_TO_UNITS(1);
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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->direct = DIR_LEFT;
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boss->xm = -PIXELS_TO_UNITS(1);
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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 = BALFANI_STANDING_STILL;
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boss->view.top = TILES_TO_UNITS(3);
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boss->view.bottom = TILES_TO_UNITS(1);
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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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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 = BALFANI_STANDING_STILL;
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boss->act_wait = 0;
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boss->act_no = 111;
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boss->act_no = BALFROG_LAND;
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// Fallthrough
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case 111:
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case BALFROG_LAND:
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++boss->act_wait;
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boss->xm = 8 * boss->xm / 9;
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if (boss->act_wait > 50)
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if (boss->act_wait > SECONDS_TO_FRAMES(1))
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{
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boss->ani_no = 2;
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boss->ani_no = BALFANI_MOUTH_BARELY_OPEN_CROUCHING;
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boss->ani_wait = 0;
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boss->act_no = 112;
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boss->act_no = BALFROG_INITIALIZE_SHOOT;
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}
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break;
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case 112:
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case BALFROG_INITIALIZE_SHOOT:
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if (++boss->ani_wait > 4)
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{
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boss->act_no = 113;
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boss->act_no = BALFROG_SHOOT;
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boss->act_wait = 0;
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boss->ani_no = 3;
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boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
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boss->count1 = 16;
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gBoss[1].bits |= NPC_SHOOTABLE;
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boss->tgt_x = boss->life;
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@ -320,18 +335,18 @@ void ActBossChar_Frog(void)
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break;
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case 113:
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case BALFROG_SHOOT:
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if (boss->shock)
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{
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if (boss->count2++ / 2 % 2)
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boss->ani_no = 4;
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boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING_FLASHING;
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else
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boss->ani_no = 3;
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boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
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}
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else
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{
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boss->count2 = 0;
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boss->ani_no = 3;
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boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
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}
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boss->xm = 10 * boss->xm / 11;
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@ -341,28 +356,28 @@ void ActBossChar_Frog(void)
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boss->act_wait = 0;
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--boss->count1;
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if (boss->direct == 0)
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deg = GetArktan(boss->x - 0x4000 - gMC.x, boss->y - 0x1000 - gMC.y);
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if (boss->direct == DIR_LEFT)
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deg = GetArktan(boss->x - TILES_TO_UNITS(2) - gMC.x, boss->y - PIXELS_TO_UNITS(8) - gMC.y);
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else
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deg = GetArktan(boss->x + 0x4000 - gMC.x, boss->y - 0x1000 - gMC.y);
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deg = GetArktan(boss->x + TILES_TO_UNITS(2) - gMC.x, boss->y - PIXELS_TO_UNITS(8) - gMC.y);
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deg += (unsigned char)Random(-16, 16);
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deg += (unsigned char)Random(-0x10, 0x10);
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ym = GetSin(deg);
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xm = GetCos(deg);
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if (boss->direct == 0)
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SetNpChar(108, boss->x - 0x4000, boss->y - 0x1000, xm, ym, 0, 0, 0x100);
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if (boss->direct == DIR_LEFT)
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SetNpChar(NPC_PROJECTILE_BALFROG_SPITBALL, boss->x - TILES_TO_UNITS(2), boss->y - PIXELS_TO_UNITS(8), xm, ym, DIR_LEFT, NULL, 0x100);
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else
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SetNpChar(108, boss->x + 0x4000, boss->y - 0x1000, xm, ym, 0, 0, 0x100);
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SetNpChar(NPC_PROJECTILE_BALFROG_SPITBALL, boss->x + TILES_TO_UNITS(2), boss->y - PIXELS_TO_UNITS(8), xm, ym, DIR_LEFT, NULL, 0x100);
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PlaySoundObject(39, 1);
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PlaySoundObject(SND_ENEMY_SHOOT_PROJETILE, 1);
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if (boss->count1 == 0 || boss->life < boss->tgt_x - 90)
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{
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boss->act_no = 114;
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boss->act_no = BALFROG_AFTER_SHOOT_WAIT;
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boss->act_wait = 0;
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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];
|
||||
|
|
|
@ -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)
|
||||
|
|
10
src/NpChar.h
10
src/NpChar.h
|
@ -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
|
||||
|
|
14
src/Sound.h
14
src/Sound.h
|
@ -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
|
||||
};
|
||||
|
|
|
@ -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)
|
||||
|
|
Loading…
Add table
Reference in a new issue