Added IronHead and relevant NPCs
Also added the AMJ TSC command, so getting the Spur works
This commit is contained in:
parent
f47f036e36
commit
aa08331c36
10 changed files with 546 additions and 8 deletions
1
Makefile
1
Makefile
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@ -43,6 +43,7 @@ SOURCES = \
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Boss \
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BossAlmo1 \
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BossFrog \
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BossIronH \
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BossLife \
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BossOhm \
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BossX \
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@ -6,6 +6,7 @@
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#include "Boss.h"
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#include "BossAlmo1.h"
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#include "BossFrog.h"
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#include "BossIronH.h"
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#include "BossOhm.h"
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#include "BossX.h"
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#include "NpChar.h"
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@ -192,7 +193,7 @@ BOSSFUNCTION gpBossFuncTbl[10] =
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ActBossChar_Frog,
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ActBossChar_MonstX,
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ActBossChar_Core,
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nullptr, //ActBossChar_Ironhead,
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ActBossChar_Ironhead,
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nullptr, //ActBossChar_Twin,
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nullptr, //ActBossChar_Undead,
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nullptr, //ActBossChar_Press,
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207
src/BossIronH.cpp
Normal file
207
src/BossIronH.cpp
Normal file
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@ -0,0 +1,207 @@
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#include "BossIronH.h"
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#include "Boss.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 "Sound.h"
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#include "WindowsWrapper.h"
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void ActBossChar_Ironhead(void)
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{
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switch (gBoss[0].act_no)
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{
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case 0:
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gBoss[0].cond = 0x80;
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gBoss[0].exp = 1;
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gBoss[0].direct = 2;
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gBoss[0].act_no = 100;
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gBoss[0].x = 0x14000;
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gBoss[0].y = 0x10000;
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gBoss[0].view.front = 0x5000;
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gBoss[0].view.top = 0x1800;
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gBoss[0].view.back = 0x3000;
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gBoss[0].view.bottom = 0x1800;
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gBoss[0].hit_voice = 54;
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gBoss[0].hit.front = 0x2000;
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gBoss[0].hit.top = 0x1400;
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gBoss[0].hit.back = 0x2000;
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gBoss[0].hit.bottom = 0x1400;
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gBoss[0].bits = 0x8228;
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gBoss[0].size = 3;
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gBoss[0].damage = 10;
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gBoss[0].code_event = 1000;
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gBoss[0].life = 400;
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break;
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case 100:
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gBoss[0].act_no = 101;
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gBoss[0].bits &= ~0x20;
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gBoss[0].act_wait = 0;
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// Fallthrough
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case 101:
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if (++gBoss[0].act_wait > 50)
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{
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gBoss[0].act_no = 250;
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gBoss[0].act_wait = 0;
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}
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if (gBoss[0].act_wait % 4 == 0)
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SetNpChar(197, Random(15, 18) * 0x2000, Random(2, 13) * 0x2000, 0, 0, 0, 0, 0x100);
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break;
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case 250:
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gBoss[0].act_no = 251;
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if (gBoss[0].direct == 2)
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{
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gBoss[0].x = 0x1E000;
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gBoss[0].y = gMC.y;
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}
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else
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{
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gBoss[0].x = 0x5A000;
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gBoss[0].y = Random(2, 13) * 0x2000;
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}
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gBoss[0].tgt_x = gBoss[0].x;
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gBoss[0].tgt_y = gBoss[0].y;
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gBoss[0].ym = Random(-0x200, 0x200);
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gBoss[0].xm = Random(-0x200, 0x200);
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gBoss[0].bits |= 0x20;
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// Fallthrough
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case 251:
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if (gBoss[0].direct == 2)
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{
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gBoss[0].tgt_x += 0x400;
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}
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else
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{
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gBoss[0].tgt_x -= 0x200;
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if (gMC.y > gBoss[0].tgt_y)
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gBoss[0].tgt_y += 0x200;
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else
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gBoss[0].tgt_y -= 0x200;
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}
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if (gBoss[0].tgt_x > gBoss[0].x)
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gBoss[0].xm += 8;
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else
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gBoss[0].xm -= 8;
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if (gBoss[0].tgt_y > gBoss[0].y)
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gBoss[0].ym += 8;
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else
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gBoss[0].ym -= 8;
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if (gBoss[0].ym > 0x200)
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gBoss[0].ym = 0x200;
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if (gBoss[0].ym < -0x200)
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gBoss[0].ym = -0x200;
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gBoss[0].x += gBoss[0].xm;
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gBoss[0].y += gBoss[0].ym;
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if (gBoss[0].direct == 2)
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{
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if (gBoss[0].x > 0x5A000)
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{
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gBoss[0].direct = 0;
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gBoss[0].act_no = 100;
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}
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}
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else
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{
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if (gBoss[0].x < 0x22000)
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{
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gBoss[0].direct = 2;
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gBoss[0].act_no = 100;
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}
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}
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if (gBoss[0].direct == 0 && (++gBoss[0].act_wait == 300 || gBoss[0].act_wait == 310 || gBoss[0].act_wait == 320))
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{
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PlaySoundObject(39, 1);
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SetNpChar(198, gBoss[0].x + 0x1400, gBoss[0].y + 0x200, Random(-3, 0) * 0x200, Random(-3, 3) * 0x200, 2, 0, 0x100);
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}
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if (++gBoss[0].ani_wait > 2)
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{
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gBoss[0].ani_wait = 0;
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++gBoss[0].ani_no;
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}
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if (gBoss[0].ani_no > 7)
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gBoss[0].ani_no = 0;
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break;
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case 1000:
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gBoss[0].bits &= ~0x20;
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gBoss[0].ani_no = 8;
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gBoss[0].damage = 0;
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gBoss[0].act_no = 1001;
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gBoss[0].tgt_x = gBoss[0].x;
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gBoss[0].tgt_y = gBoss[0].y;
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SetQuake(20);
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for (int i = 0; i < 0x20; ++i)
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SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
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DeleteNpCharCode(197, 1);
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DeleteNpCharCode(271, 1);
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DeleteNpCharCode(272, 1);
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// Fallthrough
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case 1001:
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gBoss[0].tgt_x -= 0x200;
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gBoss[0].x = gBoss[0].tgt_x + (Random(-1, 1) * 0x200);
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gBoss[0].y = gBoss[0].tgt_y + (Random(-1, 1) * 0x200);
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if (++gBoss[0].act_wait % 4 == 0)
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SetNpChar(4, gBoss[0].x + (Random(-0x80u, 0x80) * 0x200), gBoss[0].y + (Random(-0x40u, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
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break;
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}
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RECT rc[9];
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RECT rcDamage[9];
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rc[0] = {0, 0, 64, 24};
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rc[1] = {64, 0, 128, 24};
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rc[2] = {128, 0, 192, 24};
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rc[3] = {64, 0, 128, 24};
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rc[4] = {0, 0, 64, 24};
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rc[5] = {192, 0, 256, 24};
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rc[6] = {256, 0, 320, 24};
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rc[7] = {192, 0, 256, 24};
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rc[8] = {256, 48, 320, 72};
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rcDamage[0] = {0, 24, 64, 48};
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rcDamage[1] = {64, 24, 128, 48};
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rcDamage[2] = {128, 24, 192, 48};
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rcDamage[3] = {64, 24, 128, 48};
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rcDamage[4] = {0, 24, 64, 48};
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rcDamage[5] = {192, 24, 256, 48};
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rcDamage[6] = {256, 24, 320, 48};
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rcDamage[7] = {192, 24, 256, 48};
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rcDamage[8] = {256, 48, 320, 72};
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if (gBoss[0].shock)
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{
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static unsigned char flash;
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if ((++flash >> 1) % 2)
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gBoss[0].rect = rc[gBoss[0].ani_no];
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else
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gBoss[0].rect = rcDamage[gBoss[0].ani_no];
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}
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else
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{
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gBoss[0].rect = rc[gBoss[0].ani_no];
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}
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}
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3
src/BossIronH.h
Normal file
3
src/BossIronH.h
Normal file
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@ -0,0 +1,3 @@
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#pragma once
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void ActBossChar_Ironhead(void);
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@ -198,7 +198,9 @@ void ActNpc192(NPCHAR *npc);
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void ActNpc193(NPCHAR *npc);
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void ActNpc194(NPCHAR *npc);
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void ActNpc195(NPCHAR *npc);
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void ActNpc196(NPCHAR *npc);
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void ActNpc197(NPCHAR *npc);
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void ActNpc198(NPCHAR *npc);
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void ActNpc199(NPCHAR *npc);
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void ActNpc211(NPCHAR *npc);
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@ -208,6 +210,9 @@ void ActNpc219(NPCHAR *npc);
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void ActNpc259(NPCHAR *npc);
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void ActNpc271(NPCHAR *npc);
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void ActNpc272(NPCHAR *npc);
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void ActNpc278(NPCHAR *npc);
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void ActNpc292(NPCHAR *npc);
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@ -219,6 +224,8 @@ void ActNpc300(NPCHAR *npc);
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void ActNpc302(NPCHAR *npc);
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void ActNpc334(NPCHAR *npc);
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void ActNpc335(NPCHAR *npc);
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void ActNpc336(NPCHAR *npc);
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void ActNpc355(NPCHAR *npc);
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@ -12,6 +12,7 @@
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#include "Frame.h"
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#include "Bullet.h"
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#include "Flags.h"
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#include "NpcHit.h"
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//Curly AI
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void ActNpc180(NPCHAR *npc)
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@ -1173,7 +1174,143 @@ void ActNpc194(NPCHAR *npc)
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//Grate
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void ActNpc195(NPCHAR *npc)
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{
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npc->rect = {112, 64, 128, 80};
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RECT rc = {112, 64, 128, 80};
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npc->rect = rc;
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}
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//Ironhead motion wall
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void ActNpc196(NPCHAR *npc)
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{
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RECT rcLeft = {112, 64, 144, 80};
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RECT rcRight = {112, 80, 144, 96};
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npc->x -= 0xC00;
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if (npc->x <= 0x26000)
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npc->x += 0x2C000;
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if (npc->direct == 0)
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npc->rect = rcLeft;
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else
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npc->rect = rcRight;
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}
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//Porcupine Fish
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void ActNpc197(NPCHAR *npc)
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{
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RECT rc[4];
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rc[0] = {0, 0, 16, 16};
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rc[1] = {16, 0, 32, 16};
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rc[2] = {32, 0, 48, 16};
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rc[3] = {48, 0, 64, 16};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 10;
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npc->ani_wait = 0;
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npc->ym = Random(-0x200, 0x200);
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npc->xm = 0x800;
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// Fallthrough
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case 10:
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if (++npc->ani_wait > 2)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 1)
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npc->ani_no = 0;
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if (npc->xm < 0)
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{
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npc->damage = 3;
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npc->act_no = 20;
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}
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break;
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case 20:
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npc->damage = 3;
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if (++npc->ani_wait > 0)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 3)
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npc->ani_no = 2;
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if (npc->x < 0x6000)
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{
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npc->destroy_voice = 0;
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LoseNpChar(npc, 1);
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}
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break;
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}
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if (npc->flag & 2)
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npc->ym = 0x200;
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if (npc->flag & 8)
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npc->ym = -0x200;
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npc->xm -= 12;
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npc->x += npc->xm;
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npc->y += npc->ym;
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npc->rect = rc[npc->ani_no];
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}
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//Ironhead projectile
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void ActNpc198(NPCHAR *npc)
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{
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RECT rcRight[3];
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rcRight[0] = {208, 48, 224, 72};
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rcRight[1] = {224, 48, 240, 72};
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rcRight[2] = {240, 48, 256, 72};
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switch (npc->act_no)
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{
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case 0:
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if (++npc->act_wait > 20)
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{
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npc->act_no = 1;
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npc->xm = 0;
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npc->ym = 0;
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npc->count1 = 0;
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}
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break;
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case 1:
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npc->xm += 0x20;
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break;
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}
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if (++npc->ani_wait > 0)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 2)
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npc->ani_no = 0;
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npc->x += npc->xm;
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npc->y += npc->ym;
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npc->rect = rcRight[npc->ani_no];
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if (++npc->count1 > 100)
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npc->cond = 0;
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if (npc->count1 % 4 == 1)
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PlaySoundObject(46, 1);
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}
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//Water/wind particles
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@ -8,6 +8,103 @@
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#include "Sound.h"
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#include "Back.h"
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#include "Triangle.h"
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#include "Caret.h"
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#include "Map.h"
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// Ironhead block
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void ActNpc271(NPCHAR *npc)
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{
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if (npc->xm < 0 && npc->x < -0x2000)
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{
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VanishNpChar(npc);
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}
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else
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{
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if (npc->xm > 0 && npc->x > (gMap.width + 1) * 0x2000)
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{
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VanishNpChar(npc);
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}
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else
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{
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if (npc->act_no == 0)
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{
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npc->act_no = 1;
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int a = Random(0, 9);
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if (a == 9)
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{
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npc->rect.left = 0;
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npc->rect.right = 0x20;
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npc->rect.top = 0x40;
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npc->rect.bottom = 0x60;
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npc->view.front = 0x2000;
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npc->view.back = 0x2000;
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npc->view.top = 0x2000;
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npc->view.bottom = 0x2000;
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npc->hit.front = 0x1800;
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npc->hit.back = 0x1800;
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npc->hit.top = 0x1800;
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npc->hit.bottom = 0x1800;
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}
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else
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{
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npc->rect.left = 16 * (a % 3 + 7);
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npc->rect.top = 16 * (a / 3);
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npc->rect.right = npc->rect.left + 16;
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npc->rect.bottom = npc->rect.top + 16;
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}
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if (npc->direct == 0)
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npc->xm = -2 * Random(0x100, 0x200);
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else
|
||||
npc->xm = 2 * Random(0x100, 0x200);
|
||||
|
||||
npc->ym = Random(-0x200, 0x200);
|
||||
}
|
||||
|
||||
if (npc->ym < 0 && npc->y - npc->hit.top <= 0xFFF)
|
||||
{
|
||||
npc->ym = -npc->ym;
|
||||
SetCaret(npc->x, npc->y - 0x1000, 13, 0);
|
||||
SetCaret(npc->x, npc->y - 0x1000, 13, 0);
|
||||
}
|
||||
|
||||
if (npc->ym > 0 && npc->y + npc->hit.bottom > 0x1D000)
|
||||
{
|
||||
npc->ym = -npc->ym;
|
||||
SetCaret(npc->x, npc->y + 0x1000, 13, 0);
|
||||
SetCaret(npc->x, npc->y + 0x1000, 13, 0);
|
||||
}
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Ironhead block generator
|
||||
void ActNpc272(NPCHAR *npc)
|
||||
{
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
npc->act_wait = Random(0, 200);
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (npc->act_wait)
|
||||
{
|
||||
--npc->act_wait;
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->act_no = 0;
|
||||
SetNpChar(271, npc->x, npc->y + (Random(-32, 32) * 0x200), 0, 0, npc->direct, 0, 0x100);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//Little family
|
||||
void ActNpc278(NPCHAR *npc)
|
||||
|
|
|
@ -54,3 +54,78 @@ void ActNpc334(NPCHAR *npc)
|
|||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//Ikachan
|
||||
void ActNpc335(NPCHAR *npc)
|
||||
{
|
||||
RECT rc[3];
|
||||
|
||||
rc[0] = {0, 16, 16, 32};
|
||||
rc[1] = {16, 16, 32, 32};
|
||||
rc[2] = {32, 16, 48, 32};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
npc->act_wait = Random(3, 20);
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (--npc->act_wait <= 0)
|
||||
{
|
||||
npc->act_no = 2;
|
||||
npc->act_wait = Random(10, 50);
|
||||
npc->ani_no = 1;
|
||||
npc->xm = 0x600;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if (--npc->act_wait <= 0)
|
||||
{
|
||||
npc->act_no = 3;
|
||||
npc->act_wait = Random(40, 50);
|
||||
npc->ani_no = 2;
|
||||
npc->ym = Random(-0x100, 0x100);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 3:
|
||||
if (--npc->act_wait <= 0)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
npc->xm -= 0x10;
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
npc->rect = rc[npc->ani_no];
|
||||
}
|
||||
|
||||
//Ikachan generator
|
||||
void ActNpc336(NPCHAR *npc)
|
||||
{
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
if (gMC.shock)
|
||||
npc->cond = 0;
|
||||
|
||||
break;
|
||||
|
||||
case 10:
|
||||
if (++npc->act_wait % 4 == 1 )
|
||||
SetNpChar(335, npc->x, npc->y + (Random(0, 13) * 0x2000), 0, 0, 0, 0, 0);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -252,9 +252,9 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc193,
|
||||
ActNpc194,
|
||||
ActNpc195,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc196,
|
||||
ActNpc197,
|
||||
ActNpc198,
|
||||
ActNpc199,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -391,8 +391,8 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
ActNpc334,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc335,
|
||||
ActNpc336,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
|
|
@ -889,6 +889,16 @@ int TextScriptProc()
|
|||
else
|
||||
gTS.p_read += 13;
|
||||
}
|
||||
else if (IS_COMMAND('A','M','J'))
|
||||
{
|
||||
x = GetTextScriptNo(gTS.p_read + 4);
|
||||
z = GetTextScriptNo(gTS.p_read + 9);
|
||||
|
||||
if (CheckArms(x))
|
||||
JumpTextScript(z);
|
||||
else
|
||||
gTS.p_read += 13;
|
||||
}
|
||||
else if (IS_COMMAND('U','N','J'))
|
||||
{
|
||||
x = GetTextScriptNo(gTS.p_read + 4);
|
||||
|
|
Loading…
Add table
Reference in a new issue