Merge pull request #40 from Clownacy/master
Lotsa NPCs, and added the remaining bullet types
This commit is contained in:
commit
bae5773652
19 changed files with 7672 additions and 97 deletions
2
Makefile
2
Makefile
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@ -42,6 +42,7 @@ SOURCES = \
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ArmsItem \
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Back \
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Boss \
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BossFrog \
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BossLife \
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BossOhm \
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BulHit \
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@ -76,6 +77,7 @@ SOURCES = \
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NpcAct100 \
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NpcAct120 \
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NpcAct140 \
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NpcAct180 \
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NpcAct200 \
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NpcAct260 \
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NpcAct280 \
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@ -9,6 +9,7 @@
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#include "Sound.h"
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#include "Main.h"
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#include "Game.h"
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#include "Shoot.h"
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int gArmsEnergyX = 16;
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@ -457,7 +458,7 @@ int RotationArms()
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if (!arms_num)
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return 0;
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//ResetSpurCharge();
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ResetSpurCharge();
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++gSelectedArms;
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while (gSelectedArms < arms_num && !gArmsData[gSelectedArms].code)
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@ -479,7 +480,7 @@ int RotationArmsRev()
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if (!arms_num)
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return 0;
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//ResetSpurCharge();
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ResetSpurCharge();
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if (--gSelectedArms < 0)
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gSelectedArms = arms_num - 1;
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21
src/Boss.cpp
21
src/Boss.cpp
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@ -4,6 +4,7 @@
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#include "WindowsWrapper.h"
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#include "Boss.h"
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#include "BossFrog.h"
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#include "BossOhm.h"
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#include "NpChar.h"
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#include "MyChar.h"
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@ -184,16 +185,16 @@ void ActBossChar_0()
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BOSSFUNCTION gpBossFuncTbl[10] =
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{
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&ActBossChar_0,
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&ActBossChar_Omega,
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nullptr, //&ActBossChar_Frog,
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nullptr, //&ActBossChar_MonstX,
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nullptr, //&ActBossChar_Core,
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nullptr, //&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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nullptr, //&ActBossChar_Ballos
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ActBossChar_0,
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ActBossChar_Omega,
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ActBossChar_Frog,
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nullptr, //ActBossChar_MonstX,
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nullptr, //ActBossChar_Core,
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nullptr, //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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nullptr, //ActBossChar_Ballos
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};
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void ActBossChar()
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525
src/BossFrog.cpp
Normal file
525
src/BossFrog.cpp
Normal file
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@ -0,0 +1,525 @@
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#include "BossFrog.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 "NpChar.h"
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#include "Sound.h"
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#include "Triangle.h"
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#include "WindowsWrapper.h"
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static void ActBossChar02_01(void)
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{
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int minus;
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if (gBoss[0].direct == 0)
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minus = 1;
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else
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minus = -1;
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switch (gBoss[0].ani_no)
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{
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case 0:
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gBoss[1].hit_voice = 52;
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gBoss[1].hit.front = 0x2000;
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gBoss[1].hit.top = 0x2000;
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gBoss[1].hit.back = 0x2000;
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gBoss[1].hit.bottom = 0x2000;
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gBoss[1].size = 3;
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gBoss[1].bits = 4;
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break;
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case 1:
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gBoss[1].x = gBoss[0].x + -0x3000 * minus;
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gBoss[1].y = gBoss[0].y - 0x3000;
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break;
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case 2:
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gBoss[1].x = gBoss[0].x + -0x3000 * minus;
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gBoss[1].y = gBoss[0].y - 0x2800;
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break;
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case 3:
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case 4:
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gBoss[1].x = gBoss[0].x + -0x3000 * minus;
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gBoss[1].y = gBoss[0].y - 0x2000;
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break;
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case 5:
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gBoss[1].x = gBoss[0].x + -0x3000 * minus;
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gBoss[1].y = gBoss[0].y - 0x5600;
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break;
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}
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}
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static void ActBossChar02_02(void)
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{
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if (gBoss[0].ani_no)
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{
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if (gBoss[0].ani_no > 0 && gBoss[0].ani_no <= 5)
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{
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gBoss[2].x = gBoss[0].x;
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gBoss[2].y = gBoss[0].y;
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}
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}
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else
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{
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gBoss[2].hit_voice = 52;
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gBoss[2].hit.front = 0x3000;
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gBoss[2].hit.top = 0x2000;
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gBoss[2].hit.back = 0x3000;
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gBoss[2].hit.bottom = 0x2000;
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gBoss[2].size = 3;
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gBoss[2].bits = 4;
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}
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}
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void ActBossChar_Frog(void)
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{
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RECT rcLeft[9];
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RECT rcRight[9];
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rcLeft[0] = {0, 0, 0, 0};
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rcLeft[1] = {0, 48, 80, 112};
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rcLeft[2] = {0, 112, 80, 176};
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rcLeft[3] = {0, 176, 80, 240};
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rcLeft[4] = {160, 48, 240, 112};
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rcLeft[5] = {160, 112, 240, 200};
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rcLeft[6] = {200, 0, 240, 24};
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rcLeft[7] = {80, 0, 120, 24};
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rcLeft[8] = {120, 0, 160, 24};
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rcRight[0] = {0, 0, 0, 0};
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rcRight[1] = {80, 48, 160, 112};
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rcRight[2] = {80, 112, 160, 176};
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rcRight[3] = {80, 176, 160, 240};
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rcRight[4] = {240, 48, 320, 112};
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rcRight[5] = {240, 112, 320, 200};
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rcRight[6] = {200, 24, 240, 48};
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rcRight[7] = {80, 24, 120, 48};
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rcRight[8] = {120, 24, 160, 48};
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switch (gBoss[0].act_no)
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{
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case 0:
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gBoss->x = 0xC000;
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gBoss->y = 0x19000;
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gBoss->direct = 2;
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gBoss->view.front = 0x6000;
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gBoss->view.top = 0x6000;
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gBoss->view.back = 0x4000;
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gBoss->view.bottom = 0x2000;
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gBoss->hit_voice = 52;
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gBoss->hit.front = 0x3000;
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gBoss->hit.top = 0x2000;
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gBoss->hit.back = 0x3000;
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gBoss->hit.bottom = 0x2000;
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gBoss->size = 3;
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gBoss->exp = 1;
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gBoss->code_event = 1000;
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gBoss->bits |= 0x8200;
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gBoss->life = 300;
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break;
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case 10:
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gBoss->act_no = 11;
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gBoss->ani_no = 3;
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gBoss->cond = 0x80;
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gBoss->rect = rcRight[0];
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gBoss[1].cond = -112;
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gBoss[1].code_event = 1000;
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gBoss[2].cond = 0x80;
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gBoss[1].damage = 5;
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gBoss[2].damage = 5;
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for (int i = 0; i < 8; ++i)
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SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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break;
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case 20:
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gBoss->act_no = 21;
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gBoss->act_wait = 0;
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// Fallthrough
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case 21:
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if (++gBoss->act_wait / 2 % 2)
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gBoss->ani_no = 3;
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else
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gBoss->ani_no = 0;
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break;
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case 100:
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gBoss->act_no = 101;
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gBoss->act_wait = 0;
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gBoss->ani_no = 1;
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gBoss->xm = 0;
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// Fallthrough
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case 101:
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if (++gBoss->act_wait > 50)
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{
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gBoss->act_no = 102;
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gBoss->ani_wait = 0;
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gBoss->ani_no = 2;
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}
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break;
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case 102:
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if (++gBoss->ani_wait > 10)
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{
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gBoss->act_no = 103;
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gBoss->ani_wait = 0;
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gBoss->ani_no = 1;
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}
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break;
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case 103:
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if (++gBoss->ani_wait > 4)
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{
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gBoss->act_no = 104;
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gBoss->ani_no = 5;
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gBoss->ym = -0x400;
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PlaySoundObject(25, 1);
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if (gBoss->direct == 0)
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gBoss->xm = -0x200u;
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else
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gBoss->xm = 0x200;
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gBoss->view.top = 0x8000;
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gBoss->view.bottom = 0x3000;
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}
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break;
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case 104:
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if (gBoss->direct == 0 && gBoss->flag & 1)
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{
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gBoss->direct = 2;
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gBoss->xm = 0x200;
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}
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if (gBoss->direct == 2 && gBoss->flag & 4)
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{
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gBoss->direct = 0;
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gBoss->xm = -0x200;
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}
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if (gBoss->flag & 8)
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{
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PlaySoundObject(26, 1);
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SetQuake(30);
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gBoss->act_no = 100;
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gBoss->ani_no = 1;
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gBoss->view.top = 0x6000;
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gBoss->view.bottom = 0x2000;
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if (gBoss->direct == 0 && gBoss->x < gMC.x)
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{
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gBoss->direct = 2;
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gBoss->act_no = 110;
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}
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if (gBoss->direct == 2 && gBoss->x > gMC.x)
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{
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gBoss->direct = 0;
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gBoss->act_no = 110;
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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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for (int i = 0; i < 4; ++i)
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SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + gBoss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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}
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break;
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case 110:
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gBoss->ani_no = 1;
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gBoss->act_wait = 0;
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gBoss->act_no = 111;
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// Fallthrough
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case 111:
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++gBoss->act_wait;
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gBoss->xm = 8 * gBoss->xm / 9;
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if (gBoss->act_wait > 50)
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{
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gBoss->ani_no = 2;
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gBoss->ani_wait = 0;
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gBoss->act_no = 112;
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}
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break;
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case 112:
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if (++gBoss->ani_wait > 4)
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{
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gBoss->act_no = 113;
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gBoss->act_wait = 0;
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gBoss->ani_no = 3;
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gBoss->count1 = 16;
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gBoss[1].bits |= 0x20;
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gBoss->tgt_x = gBoss->life;
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}
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break;
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case 113:
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if (gBoss->shock)
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{
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if (gBoss->count2++ / 2 % 2)
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gBoss->ani_no = 4;
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else
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gBoss->ani_no = 3;
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}
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else
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{
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gBoss->count2 = 0;
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gBoss->ani_no = 3;
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}
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gBoss->xm = 10 * gBoss->xm / 11;
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if (++gBoss->act_wait > 16)
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{
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gBoss->act_wait = 0;
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--gBoss->count1;
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unsigned char deg;
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if (gBoss->direct == 0)
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deg = GetArktan(gBoss->x - 0x4000 - gMC.x, gBoss->y - 0x1000 - gMC.y);
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else
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deg = GetArktan(gBoss->x + 0x4000 - gMC.x, gBoss->y - 0x1000 - gMC.y);
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deg += Random(-16, 16);
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int ym = GetSin(deg);
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int xm = GetCos(deg);
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if (gBoss->direct == 0)
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SetNpChar(108, gBoss->x - 0x4000, gBoss->y - 0x1000, xm, ym, 0, 0, 0x100);
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else
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SetNpChar(108, gBoss->x + 0x4000, gBoss->y - 0x1000, xm, ym, 0, 0, 0x100);
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PlaySoundObject(39, 1);
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if (gBoss->count1 == 0 || gBoss->life < gBoss->tgt_x - 90)
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{
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gBoss->act_no = 114;
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gBoss->act_wait = 0;
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gBoss->ani_no = 2;
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gBoss->ani_wait = 0;
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gBoss[1].bits &= ~0x20;
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}
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}
|
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break;
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case 114:
|
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if (++gBoss->ani_wait > 10)
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{
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if (++gBoss[1].count1 > 2)
|
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{
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gBoss[1].count1 = 0;
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gBoss->act_no = 120;
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}
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else
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{
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gBoss->act_no = 100;
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}
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|
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gBoss->ani_wait = 0;
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gBoss->ani_no = 1;
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}
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break;
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case 120:
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gBoss->act_no = 121;
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gBoss->act_wait = 0;
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gBoss->ani_no = 1;
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gBoss->xm = 0;
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// Fallthrough
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case 121:
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if (++gBoss->act_wait > 50)
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{
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gBoss->act_no = 122;
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gBoss->ani_wait = 0;
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gBoss->ani_no = 2;
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}
|
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break;
|
||||
|
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case 122:
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if (++gBoss->ani_wait > 20)
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{
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gBoss->act_no = 123;
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gBoss->ani_wait = 0;
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gBoss->ani_no = 1;
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}
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break;
|
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|
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case 123:
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if (++gBoss->ani_wait > 4)
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{
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gBoss->act_no = 124;
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gBoss->ani_no = 5;
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gBoss->ym = -0xA00;
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gBoss->view.top = 0x8000;
|
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gBoss->view.bottom = 0x3000;
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PlaySoundObject(25, 1);
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}
|
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|
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break;
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|
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case 124:
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if (gBoss->flag & 8)
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{
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PlaySoundObject(26, 1);
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SetQuake(60);
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gBoss->act_no = 100;
|
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gBoss->ani_no = 1;
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gBoss->view.top = 0x6000;
|
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gBoss->view.bottom = 0x2000;
|
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|
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for (int i = 0; i < 2; ++i)
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SetNpChar(104, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
|
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|
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for (int i = 0; i < 6; ++i)
|
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SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
|
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|
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for (int i = 0; i < 8; ++i)
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SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + gBoss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
if (gBoss->direct == 0 && gMC.x > gBoss->x)
|
||||
{
|
||||
gBoss->direct = 2;
|
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gBoss->act_no = 110;
|
||||
}
|
||||
|
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if ( gBoss->direct == 2 && gMC.x < gBoss->x)
|
||||
{
|
||||
gBoss->direct = 0;
|
||||
gBoss->act_no = 110;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 130:
|
||||
gBoss->act_no = 131;
|
||||
gBoss->ani_no = 3;
|
||||
gBoss->act_wait = 0;
|
||||
gBoss->xm = 0;
|
||||
PlaySoundObject(72, 1);
|
||||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
gBoss[1].cond = 0;
|
||||
gBoss[2].cond = 0;
|
||||
// Fallthrough
|
||||
case 131:
|
||||
if (++gBoss->act_wait % 5 == 0)
|
||||
SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
if (gBoss->act_wait / 2 % 2)
|
||||
gBoss->x -= 0x200;
|
||||
else
|
||||
gBoss->x += 0x200;
|
||||
|
||||
if (gBoss->act_wait > 100)
|
||||
{
|
||||
gBoss->act_wait = 0;
|
||||
gBoss->act_no = 132;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 132:
|
||||
if (++gBoss->act_wait / 2 % 2)
|
||||
{
|
||||
gBoss->view.front = 0x2800;
|
||||
gBoss->view.top = 0x1800;
|
||||
gBoss->view.back = 0x2800;
|
||||
gBoss->view.bottom = 0x1800;
|
||||
gBoss->ani_no = 6;
|
||||
}
|
||||
else
|
||||
{
|
||||
gBoss->view.front = 0x6000;
|
||||
gBoss->view.top = 0x6000;
|
||||
gBoss->view.back = 0x4000;
|
||||
gBoss->view.bottom = 0x2000;
|
||||
gBoss->ani_no = 3;
|
||||
}
|
||||
|
||||
if (gBoss->act_wait % 9 == 0)
|
||||
SetNpChar(4, gBoss->x + (Random(-12, 12) * 0x200), gBoss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
if (gBoss->act_wait > 150)
|
||||
{
|
||||
gBoss->act_no = 140;
|
||||
gBoss->hit.bottom = 0x1800;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 140:
|
||||
gBoss->act_no = 141;
|
||||
// Fallthrough
|
||||
case 141:
|
||||
if (gBoss->flag & 8)
|
||||
{
|
||||
gBoss->act_no = 142;
|
||||
gBoss->act_wait = 0;
|
||||
gBoss->ani_no = 7;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 142:
|
||||
if (++gBoss->act_wait > 30)
|
||||
{
|
||||
gBoss->ani_no = 8;
|
||||
gBoss->ym = -0xA00;
|
||||
gBoss->bits |= 8;
|
||||
gBoss->act_no = 143;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 143:
|
||||
gBoss->ym = -0xA00;
|
||||
|
||||
if (gBoss->y < 0)
|
||||
{
|
||||
gBoss->cond = 0;
|
||||
PlaySoundObject(26, 1);
|
||||
SetQuake(30);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
gBoss->ym += 0x40;
|
||||
if (gBoss->ym > 0x5FF)
|
||||
gBoss->ym = 0x5FF;
|
||||
|
||||
gBoss->x += gBoss->xm;
|
||||
gBoss->y += gBoss->ym;
|
||||
|
||||
if (gBoss->direct == 0)
|
||||
gBoss->rect = rcLeft[gBoss->ani_no];
|
||||
else
|
||||
gBoss->rect = rcRight[gBoss->ani_no];
|
||||
|
||||
ActBossChar02_01();
|
||||
ActBossChar02_02();
|
||||
}
|
3
src/BossFrog.h
Normal file
3
src/BossFrog.h
Normal file
|
@ -0,0 +1,3 @@
|
|||
#pragma once
|
||||
|
||||
void ActBossChar_Frog(void);
|
1221
src/Bullet.cpp
1221
src/Bullet.cpp
File diff suppressed because it is too large
Load diff
75
src/NpcAct.h
75
src/NpcAct.h
|
@ -35,9 +35,10 @@ void ActNpc029(NPCHAR *npc);
|
|||
void ActNpc030(NPCHAR *npc);
|
||||
void ActNpc031(NPCHAR *npc);
|
||||
void ActNpc032(NPCHAR *npc);
|
||||
|
||||
void ActNpc033(NPCHAR *npc);
|
||||
void ActNpc034(NPCHAR *npc);
|
||||
|
||||
void ActNpc035(NPCHAR *npc);
|
||||
void ActNpc036(NPCHAR *npc);
|
||||
void ActNpc037(NPCHAR *npc);
|
||||
void ActNpc038(NPCHAR *npc);
|
||||
void ActNpc039(NPCHAR *npc);
|
||||
|
@ -45,11 +46,20 @@ void ActNpc040(NPCHAR *npc);
|
|||
void ActNpc041(NPCHAR *npc);
|
||||
void ActNpc042(NPCHAR *npc);
|
||||
void ActNpc043(NPCHAR *npc);
|
||||
|
||||
void ActNpc044(NPCHAR *npc);
|
||||
void ActNpc045(NPCHAR *npc);
|
||||
void ActNpc046(NPCHAR *npc);
|
||||
|
||||
void ActNpc047(NPCHAR *npc);
|
||||
void ActNpc048(NPCHAR *npc);
|
||||
|
||||
void ActNpc049(NPCHAR *npc);
|
||||
void ActNpc050(NPCHAR *npc);
|
||||
void ActNpc051(NPCHAR *npc);
|
||||
void ActNpc052(NPCHAR *npc);
|
||||
void ActNpc053(NPCHAR *npc);
|
||||
void ActNpc054(NPCHAR *npc);
|
||||
void ActNpc055(NPCHAR *npc);
|
||||
void ActNpc056(NPCHAR *npc);
|
||||
void ActNpc057(NPCHAR *npc);
|
||||
void ActNpc058(NPCHAR *npc);
|
||||
void ActNpc059(NPCHAR *npc);
|
||||
void ActNpc060(NPCHAR *npc);
|
||||
|
@ -92,33 +102,76 @@ void ActNpc096(NPCHAR *npc);
|
|||
void ActNpc097(NPCHAR *npc);
|
||||
void ActNpc098(NPCHAR *npc);
|
||||
void ActNpc099(NPCHAR *npc);
|
||||
|
||||
void ActNpc100(NPCHAR *npc);
|
||||
void ActNpc101(NPCHAR *npc);
|
||||
void ActNpc102(NPCHAR *npc);
|
||||
void ActNpc103(NPCHAR *npc);
|
||||
void ActNpc104(NPCHAR *npc);
|
||||
void ActNpc105(NPCHAR *npc);
|
||||
void ActNpc106(NPCHAR *npc);
|
||||
void ActNpc107(NPCHAR *npc);
|
||||
void ActNpc108(NPCHAR *npc);
|
||||
void ActNpc109(NPCHAR *npc);
|
||||
void ActNpc110(NPCHAR *npc);
|
||||
void ActNpc111(NPCHAR *npc);
|
||||
void ActNpc112(NPCHAR *npc);
|
||||
|
||||
void ActNpc113(NPCHAR *npc);
|
||||
void ActNpc114(NPCHAR *npc);
|
||||
void ActNpc115(NPCHAR *npc);
|
||||
void ActNpc116(NPCHAR *npc);
|
||||
|
||||
void ActNpc117(NPCHAR *npc);
|
||||
void ActNpc118(NPCHAR *npc);
|
||||
void ActNpc119(NPCHAR *npc);
|
||||
|
||||
void ActNpc120(NPCHAR *npc);
|
||||
void ActNpc121(NPCHAR *npc);
|
||||
void ActNpc122(NPCHAR *npc);
|
||||
void ActNpc123(NPCHAR *npc);
|
||||
void ActNpc124(NPCHAR *npc);
|
||||
void ActNpc125(NPCHAR *npc);
|
||||
|
||||
void ActNpc126(NPCHAR *npc);
|
||||
void ActNpc127(NPCHAR *npc);
|
||||
void ActNpc128(NPCHAR *npc);
|
||||
void ActNpc129(NPCHAR *npc);
|
||||
|
||||
void ActNpc130(NPCHAR *npc);
|
||||
void ActNpc131(NPCHAR *npc);
|
||||
void ActNpc132(NPCHAR *npc);
|
||||
void ActNpc133(NPCHAR *npc);
|
||||
void ActNpc134(NPCHAR *npc);
|
||||
void ActNpc135(NPCHAR *npc);
|
||||
void ActNpc136(NPCHAR *npc);
|
||||
void ActNpc137(NPCHAR *npc);
|
||||
void ActNpc138(NPCHAR *npc);
|
||||
void ActNpc139(NPCHAR *npc);
|
||||
void ActNpc140(NPCHAR *npc);
|
||||
void ActNpc141(NPCHAR *npc);
|
||||
void ActNpc142(NPCHAR *npc);
|
||||
void ActNpc143(NPCHAR *npc);
|
||||
void ActNpc144(NPCHAR *npc);
|
||||
void ActNpc145(NPCHAR *npc);
|
||||
void ActNpc146(NPCHAR *npc);
|
||||
|
||||
void ActNpc150(NPCHAR *npc);
|
||||
void ActNpc151(NPCHAR *npc);
|
||||
|
||||
void ActNpc192(NPCHAR *npc);
|
||||
void ActNpc193(NPCHAR *npc);
|
||||
|
||||
void ActNpc199(NPCHAR *npc);
|
||||
|
||||
void ActNpc211(NPCHAR *npc);
|
||||
|
||||
void ActNpc219(NPCHAR *npc);
|
||||
|
||||
void ActNpc278(NPCHAR *npc);
|
||||
|
||||
void ActNpc292(NPCHAR *npc);
|
||||
|
||||
void ActNpc298(NPCHAR *npc);
|
||||
void ActNpc299(NPCHAR *npc);
|
||||
void ActNpc300(NPCHAR *npc);
|
||||
|
||||
void ActNpc302(NPCHAR *npc);
|
||||
|
||||
void ActNpc355(NPCHAR *npc);
|
||||
|
||||
void ActNpc359(NPCHAR *npc);
|
||||
|
|
|
@ -963,7 +963,47 @@ void ActNpc032(NPCHAR *npc)
|
|||
npc->rect = rect[npc->ani_no];
|
||||
}
|
||||
|
||||
// Bed
|
||||
//Balrog bouncing projectile
|
||||
void ActNpc033(NPCHAR *npc)
|
||||
{
|
||||
if (npc->flag & 5)
|
||||
{
|
||||
SetCaret(npc->x, npc->y, 2, 0);
|
||||
npc->cond = 0;
|
||||
}
|
||||
else if (npc->flag & 8)
|
||||
{
|
||||
npc->ym = -0x400;
|
||||
}
|
||||
|
||||
npc->ym += 0x2A;
|
||||
|
||||
npc->y += npc->ym;
|
||||
npc->x += npc->xm;
|
||||
|
||||
RECT rect_left[2];
|
||||
|
||||
rect_left[0] = {240, 64, 256, 80};
|
||||
rect_left[1] = {240, 80, 256, 96};
|
||||
|
||||
if (++npc->ani_wait > 2)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
|
||||
if (++npc->ani_no > 1)
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
npc->rect = rect_left[npc->ani_no];
|
||||
|
||||
if (++npc->act_wait > 250)
|
||||
{
|
||||
SetCaret(npc->x, npc->y, 2, 0);
|
||||
npc->cond = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//Bed
|
||||
void ActNpc034(NPCHAR *npc)
|
||||
{
|
||||
RECT rcLeft[1];
|
||||
|
@ -978,6 +1018,260 @@ void ActNpc034(NPCHAR *npc)
|
|||
npc->rect = rcRight[0];
|
||||
}
|
||||
|
||||
//Mannan
|
||||
void ActNpc035(NPCHAR *npc)
|
||||
{
|
||||
if (npc->act_no < 3 && npc->life < 90)
|
||||
{
|
||||
PlaySoundObject(71, 1);
|
||||
SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
|
||||
SetExpObjects(npc->x, npc->y, npc->exp);
|
||||
npc->act_no = 3;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 2;
|
||||
npc->bits &= ~0x20;
|
||||
npc->damage = 0;
|
||||
}
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
case 1:
|
||||
if (npc->shock)
|
||||
{
|
||||
if (npc->direct)
|
||||
SetNpChar(103, npc->x + 0x1000, npc->y + 0x1000, 0, 0, npc->direct, 0, 0x100);
|
||||
else
|
||||
SetNpChar(103, npc->x - 0x1000, npc->y + 0x1000, 0, 0, npc->direct, 0, 0x100);
|
||||
|
||||
npc->ani_no = 1;
|
||||
npc->act_no = 2;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if (++npc->act_wait > 20)
|
||||
{
|
||||
npc->act_wait = 0;
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 3:
|
||||
if (++npc->act_wait == 50 || npc->act_wait == 60)
|
||||
npc->ani_no = 3;
|
||||
|
||||
if (npc->act_wait == 53 || npc->act_wait == 63)
|
||||
npc->ani_no = 2;
|
||||
|
||||
if (npc->act_wait > 100)
|
||||
npc->act_no = 4;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
RECT rcLeft[4];
|
||||
RECT rcRight[4];
|
||||
|
||||
rcLeft[0] = {96, 64, 120, 96};
|
||||
rcLeft[1] = {120, 64, 144, 96};
|
||||
rcLeft[2] = {144, 64, 168, 96};
|
||||
rcLeft[3] = {168, 64, 192, 96};
|
||||
|
||||
rcRight[0] = {96, 96, 120, 128};
|
||||
rcRight[1] = {120, 96, 144, 128};
|
||||
rcRight[2] = {144, 96, 168, 128};
|
||||
rcRight[3] = {168, 96, 192, 128};
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//Balrog (hover)
|
||||
void ActNpc036(NPCHAR *npc)
|
||||
{
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (++npc->act_wait > 12)
|
||||
{
|
||||
npc->act_no = 2;
|
||||
npc->act_wait = 0;
|
||||
npc->count1 = 3;
|
||||
npc->ani_no = 1;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if (++npc->act_wait > 16)
|
||||
{
|
||||
--npc->count1;
|
||||
npc->act_wait = 0;
|
||||
|
||||
const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y) + Random(-16, 16);
|
||||
const int ym = GetSin(deg);
|
||||
const int xm = GetCos(deg);
|
||||
|
||||
SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
|
||||
PlaySoundObject(39, 1);
|
||||
|
||||
if (npc->count1 == 0)
|
||||
{
|
||||
npc->act_no = 3;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 3:
|
||||
if (++npc->act_wait > 3)
|
||||
{
|
||||
npc->act_no = 4;
|
||||
npc->act_wait = 0;
|
||||
npc->xm = (gMC.x - npc->x) / 100;
|
||||
npc->ym = -0x600;
|
||||
npc->ani_no = 3;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 4:
|
||||
if (npc->ym > -0x200)
|
||||
{
|
||||
if (npc->life > 60)
|
||||
{
|
||||
npc->act_no = 5;
|
||||
npc->ani_no = 4;
|
||||
npc->ani_wait = 0;
|
||||
npc->act_wait = 0;
|
||||
npc->tgt_y = npc->y;
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->act_no = 6;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 5:
|
||||
if (++npc->ani_wait > 1)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 5)
|
||||
{
|
||||
npc->ani_no = 4;
|
||||
PlaySoundObject(47, 1);
|
||||
}
|
||||
|
||||
if (++npc->act_wait > 100)
|
||||
{
|
||||
npc->act_no = 6;
|
||||
npc->ani_no = 3;
|
||||
}
|
||||
|
||||
if (npc->y < npc->tgt_y)
|
||||
npc->ym += 0x40;
|
||||
else
|
||||
npc->ym -= 0x40;
|
||||
|
||||
if (npc->ym < -0x200)
|
||||
npc->ym = -0x200;
|
||||
if (npc->ym > 0x200)
|
||||
npc->ym = 0x200;
|
||||
|
||||
break;
|
||||
|
||||
case 6:
|
||||
if (gMC.y > npc->y + 0x2000)
|
||||
npc->damage = 10;
|
||||
else
|
||||
npc->damage = 0;
|
||||
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
npc->act_no = 7;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 2;
|
||||
PlaySoundObject(26, 1);
|
||||
PlaySoundObject(25, 1);
|
||||
SetQuake(30);
|
||||
npc->damage = 0;
|
||||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
SetNpChar(33, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x400, 0x400), Random(-0x400, 0), 0, 0, 0x100);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 7:
|
||||
npc->xm = 0;
|
||||
|
||||
if (++npc->act_wait > 3)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (npc->act_no != 5)
|
||||
{
|
||||
npc->ym += 0x33;
|
||||
|
||||
if (gMC.x > npc->x)
|
||||
npc->direct = 2;
|
||||
else
|
||||
npc->direct = 0;
|
||||
}
|
||||
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
RECT rect_left[6];
|
||||
RECT rect_right[6];
|
||||
|
||||
rect_left[0] = {0, 0, 40, 24};
|
||||
rect_left[1] = {40, 0, 80, 24};
|
||||
rect_left[2] = {80, 0, 120, 24};
|
||||
rect_left[3] = {120, 0, 160, 24};
|
||||
rect_left[4] = {160, 48, 200, 72};
|
||||
rect_left[5] = {200, 48, 240, 72};
|
||||
|
||||
rect_right[0] = {0, 24, 40, 48};
|
||||
rect_right[1] = {40, 24, 80, 48};
|
||||
rect_right[2] = {80, 24, 120, 48};
|
||||
rect_right[3] = {120, 24, 160, 48};
|
||||
rect_right[4] = {160, 72, 200, 96};
|
||||
rect_right[5] = {200, 72, 240, 96};
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rect_left[npc->ani_no];
|
||||
else
|
||||
npc->rect = rect_right[npc->ani_no];
|
||||
}
|
||||
|
||||
//Signpost
|
||||
void ActNpc037(NPCHAR *npc)
|
||||
{
|
||||
|
|
1267
src/NpcAct040.cpp
1267
src/NpcAct040.cpp
File diff suppressed because it is too large
Load diff
1478
src/NpcAct100.cpp
1478
src/NpcAct100.cpp
File diff suppressed because it is too large
Load diff
1254
src/NpcAct120.cpp
1254
src/NpcAct120.cpp
File diff suppressed because it is too large
Load diff
|
@ -8,6 +8,653 @@
|
|||
#include "Sound.h"
|
||||
#include "Back.h"
|
||||
#include "Triangle.h"
|
||||
#include "Caret.h"
|
||||
#include "Frame.h"
|
||||
#include "Flash.h"
|
||||
#include "Bullet.h"
|
||||
|
||||
//Toroko (frenzied)
|
||||
void ActNpc140(NPCHAR *npc)
|
||||
{
|
||||
RECT rcLeft[14];
|
||||
RECT rcRight[14];
|
||||
|
||||
rcLeft[0] = {0, 0, 32, 32};
|
||||
rcLeft[1] = {32, 0, 64, 32};
|
||||
rcLeft[2] = {64, 0, 96, 32};
|
||||
rcLeft[3] = {96, 0, 128, 32};
|
||||
rcLeft[4] = {128, 0, 160, 32};
|
||||
rcLeft[5] = {160, 0, 192, 32};
|
||||
rcLeft[6] = {192, 0, 224, 32};
|
||||
rcLeft[7] = {224, 0, 256, 32};
|
||||
rcLeft[8] = {0, 64, 32, 96};
|
||||
rcLeft[9] = {32, 64, 64, 96};
|
||||
rcLeft[10] = {64, 64, 96, 96};
|
||||
rcLeft[11] = {96, 64, 128, 96};
|
||||
rcLeft[12] = {128, 64, 160, 96};
|
||||
rcLeft[13] = {0, 0, 0, 0};
|
||||
|
||||
rcRight[0] = {0, 32, 32, 64};
|
||||
rcRight[1] = {32, 32, 64, 64};
|
||||
rcRight[2] = {64, 32, 96, 64};
|
||||
rcRight[3] = {96, 32, 128, 64};
|
||||
rcRight[4] = {128, 32, 160, 64};
|
||||
rcRight[5] = {160, 32, 192, 64};
|
||||
rcRight[6] = {192, 32, 224, 64};
|
||||
rcRight[7] = {224, 32, 256, 64};
|
||||
rcRight[8] = {0, 96, 32, 128};
|
||||
rcRight[9] = {32, 96, 64, 128};
|
||||
rcRight[10] = {64, 96, 96, 128};
|
||||
rcRight[11] = {96, 96, 128, 128};
|
||||
rcRight[12] = {128, 96, 160, 128};
|
||||
rcRight[13] = {0, 0, 0, 0};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 9;
|
||||
npc->act_wait = 0;
|
||||
npc->bits &= ~0x2000;
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (++npc->act_wait > 50)
|
||||
{
|
||||
npc->act_no = 2;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 8;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if (++npc->ani_no > 10)
|
||||
npc->ani_no = 9;
|
||||
|
||||
if (++npc->act_wait > 50)
|
||||
{
|
||||
npc->act_no = 3;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 3:
|
||||
if (++npc->act_wait > 50)
|
||||
{
|
||||
npc->act_no = 10;
|
||||
npc->bits |= 0x20;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 10:
|
||||
npc->bits = npc->bits;
|
||||
npc->act_no = 11;
|
||||
npc->ani_no = 0;
|
||||
npc->ani_wait = 0;
|
||||
npc->act_wait = Random(20, 130);
|
||||
npc->xm = 0;
|
||||
// Fallthrough
|
||||
case 11:
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
|
||||
if (++npc->ani_wait > 4)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 1)
|
||||
npc->ani_no = 0;
|
||||
|
||||
if (CountArmsBullet(6) || CountArmsBullet(3) > 3)
|
||||
npc->act_no = 20;
|
||||
|
||||
if (npc->act_wait)
|
||||
{
|
||||
--npc->act_wait;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Random(0, 99) % 2)
|
||||
npc->act_no = 20;
|
||||
else
|
||||
npc->act_no = 50;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 20:
|
||||
npc->act_no = 21;
|
||||
npc->ani_no = 2;
|
||||
npc->act_wait = 0;
|
||||
// Fallthrough
|
||||
case 21:
|
||||
if (++npc->act_wait > 10)
|
||||
{
|
||||
npc->act_no = 22;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 3;
|
||||
npc->ym = -0x5FF;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->xm = -0x200u;
|
||||
else
|
||||
npc->xm = 0x200;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 22:
|
||||
if (++npc->act_wait > 10)
|
||||
{
|
||||
npc->act_no = 23;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 6;
|
||||
SetNpChar(141, 0, 0, 0, 0, 0, npc, 0);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 23:
|
||||
if (++npc->act_wait > 30)
|
||||
{
|
||||
npc->act_no = 24;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 7;
|
||||
}
|
||||
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
|
||||
break;
|
||||
|
||||
case 24:
|
||||
if (++npc->act_wait > 3)
|
||||
{
|
||||
npc->act_no = 25;
|
||||
npc->ani_no = 3;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 25:
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
npc->act_no = 26;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 2;
|
||||
PlaySoundObject(26, 1);
|
||||
SetQuake(20);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 26:
|
||||
npc->xm = 8 * npc->xm / 9;
|
||||
|
||||
if (++npc->act_wait > 20)
|
||||
{
|
||||
npc->act_no = 10;
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 50:
|
||||
npc->act_no = 51;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 4;
|
||||
SetNpChar(141, 0, 0, 0, 0, 0, npc, 0);
|
||||
// Fallthrough
|
||||
case 51:
|
||||
if (++npc->act_wait > 30)
|
||||
{
|
||||
npc->act_no = 52;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 5;
|
||||
}
|
||||
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
|
||||
break;
|
||||
|
||||
case 52:
|
||||
if (++npc->act_wait > 3)
|
||||
{
|
||||
npc->act_no = 10;
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 100:
|
||||
npc->ani_no = 3;
|
||||
npc->act_no = 101;
|
||||
npc->bits &= ~0x20;
|
||||
npc->damage = 0;
|
||||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600u, 0), 0, 0, 0x100);
|
||||
|
||||
break;
|
||||
|
||||
case 101:
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
npc->act_no = 102;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 2;
|
||||
PlaySoundObject(26, 1);
|
||||
SetQuake(20);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 102:
|
||||
npc->xm = 8 * npc->xm / 9;
|
||||
|
||||
if (++npc->act_wait > 50)
|
||||
{
|
||||
npc->act_no = 103;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 10;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 103:
|
||||
if (++npc->act_wait > 50)
|
||||
{
|
||||
npc->ani_no = 9;
|
||||
npc->act_no = 104;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 104:
|
||||
if (++npc->ani_no > 10)
|
||||
npc->ani_no = 9;
|
||||
|
||||
if (++npc->act_wait > 100)
|
||||
{
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 9;
|
||||
npc->act_no = 105;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 105:
|
||||
if (++npc->act_wait > 50)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
npc->act_no = 106;
|
||||
npc->ani_no = 11;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 106:
|
||||
if (++npc->ani_wait > 50)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 12)
|
||||
npc->ani_no = 12;
|
||||
|
||||
break;
|
||||
|
||||
case 140:
|
||||
npc->act_no = 141;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 12;
|
||||
PlaySoundObject(29, 1);
|
||||
// Fallthrough
|
||||
case 141:
|
||||
if (++npc->ani_no > 13)
|
||||
npc->ani_no = 12;
|
||||
|
||||
if (++npc->act_wait > 100)
|
||||
{
|
||||
for (int i = 0; i < 4; ++i)
|
||||
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
npc->cond = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (npc->act_no > 100 && npc->act_no < 105 && npc->act_wait % 9 == 0)
|
||||
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
|
||||
npc->ym += 0x20;
|
||||
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
if (npc->ym < -0x5FF)
|
||||
npc->ym = -0x5FF;
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
// Toroko block projectile
|
||||
void ActNpc141(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[2]; // [sp+8h] [bp-24h]@1
|
||||
|
||||
rect[0] = {288, 32, 304, 48};
|
||||
rect[1] = {304, 32, 320, 48};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
npc->act_wait = 0;
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (npc->pNpc->direct == 0)
|
||||
npc->x = npc->pNpc->x + 0x1400;
|
||||
else
|
||||
npc->x = npc->pNpc->x - 0x1400;
|
||||
|
||||
npc->y = npc->pNpc->y - 0x1000;
|
||||
|
||||
if (npc->pNpc->act_no == 24 || npc->pNpc->act_no == 52)
|
||||
{
|
||||
npc->act_no = 10;
|
||||
|
||||
if (npc->pNpc->direct == 0)
|
||||
npc->x = npc->pNpc->x - 0x2000;
|
||||
else
|
||||
npc->x = npc->pNpc->x + 0x2000;
|
||||
|
||||
npc->y = npc->pNpc->y;
|
||||
|
||||
const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
||||
npc->ym = 4 * GetSin(deg);
|
||||
npc->xm = 4 * GetCos(deg);
|
||||
|
||||
PlaySoundObject(39, 1);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 10:
|
||||
if (npc->flag & 0xF)
|
||||
{
|
||||
npc->act_no = 20;
|
||||
npc->act_wait = 0;
|
||||
SetCaret(npc->x, npc->y, 2, 0);
|
||||
PlaySoundObject(12, 1);
|
||||
|
||||
for (int i = 0; i < 4; ++i)
|
||||
SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, 0, 0x100);
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 20:
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
if (++npc->act_wait > 4)
|
||||
{
|
||||
for (int i = 0; i < 4; ++i)
|
||||
SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, 0, 0x100);
|
||||
|
||||
npc->code_char = 142;
|
||||
npc->ani_no = 0;
|
||||
npc->act_no = 20;
|
||||
npc->xm = 0;
|
||||
npc->bits &= ~4;
|
||||
npc->bits |= 0x20;
|
||||
npc->damage = 1;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (++npc->ani_no > 1)
|
||||
npc->ani_no = 0;
|
||||
|
||||
npc->rect = rect[npc->ani_no];
|
||||
}
|
||||
|
||||
// Flower Cub
|
||||
void ActNpc142(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[5];
|
||||
|
||||
rect[0] = {0, 128, 16, 144};
|
||||
rect[1] = {16, 128, 32, 144};
|
||||
rect[2] = {32, 128, 48, 144};
|
||||
rect[3] = {48, 128, 64, 144};
|
||||
rect[4] = {64, 128, 80, 144};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 10:
|
||||
npc->act_no = 11;
|
||||
npc->ani_no = 0;
|
||||
npc->act_wait = 0;
|
||||
// Fallthrough
|
||||
case 11:
|
||||
if (++npc->act_wait > 30)
|
||||
{
|
||||
npc->act_no = 12;
|
||||
npc->ani_no = 1;
|
||||
npc->ani_wait = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 12:
|
||||
if (++npc->ani_wait > 8)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no == 3)
|
||||
{
|
||||
npc->act_no = 20;
|
||||
npc->ym = -0x200;
|
||||
|
||||
if (gMC.x < npc->x)
|
||||
npc->xm = -0x200;
|
||||
else
|
||||
npc->xm = 0x200;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 20:
|
||||
if (npc->ym > -0x80)
|
||||
npc->ani_no = 4;
|
||||
else
|
||||
npc->ani_no = 3;
|
||||
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
npc->ani_no = 2;
|
||||
npc->act_no = 21;
|
||||
npc->act_wait = 0;
|
||||
npc->xm = 0;
|
||||
PlaySoundObject(23, 1);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 21:
|
||||
if (++npc->act_wait > 10)
|
||||
{
|
||||
npc->act_no = 10;
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
npc->ym += 0x40;
|
||||
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
if (npc->ym < -0x5FF)
|
||||
npc->ym = -0x5FF;
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
npc->rect = rect[npc->ani_no];
|
||||
}
|
||||
|
||||
// Jenka (collapsed)
|
||||
void ActNpc143(NPCHAR *npc)
|
||||
{
|
||||
RECT rcLeft[1];
|
||||
RECT rcRight[1];
|
||||
|
||||
rcLeft[0] = {208, 32, 224, 48};
|
||||
|
||||
rcRight[0] = {208, 48, 224, 64};
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//Toroko (teleporting in)
|
||||
void ActNpc144(NPCHAR *npc)
|
||||
{
|
||||
RECT rcLeft[5];
|
||||
RECT rcRight[5];
|
||||
|
||||
rcLeft[0] = {0, 64, 16, 80};
|
||||
rcLeft[1] = {16, 64, 32, 80};
|
||||
rcLeft[2] = {32, 64, 48, 80};
|
||||
rcLeft[3] = {16, 64, 32, 80};
|
||||
rcLeft[4] = {128, 64, 144, 80};
|
||||
|
||||
rcRight[0] = {0, 80, 16, 96};
|
||||
rcRight[1] = {16, 80, 32, 96};
|
||||
rcRight[2] = {32, 80, 48, 96};
|
||||
rcRight[3] = {16, 80, 32, 96};
|
||||
rcRight[4] = {128, 80, 144, 96};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 0;
|
||||
npc->ani_wait = 0;
|
||||
npc->tgt_x = npc->x;
|
||||
PlaySoundObject(29, 1);
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (++npc->act_wait == 64)
|
||||
{
|
||||
npc->act_no = 2;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if (++npc->ani_wait > 2)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 3)
|
||||
npc->ani_no = 2;
|
||||
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
npc->act_no = 4;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 4;
|
||||
PlaySoundObject(23, 1);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 10:
|
||||
npc->act_no = 11;
|
||||
npc->ani_no = 0;
|
||||
npc->ani_wait = 0;
|
||||
// Fallthrough
|
||||
case 11:
|
||||
if (Random(0, 120) == 10)
|
||||
{
|
||||
npc->act_no = 12;
|
||||
npc->act_wait = 0;
|
||||
npc->ani_no = 1;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 12:
|
||||
if (++npc->act_wait > 8)
|
||||
{
|
||||
npc->act_no = 11;
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (npc->act_no > 1)
|
||||
{
|
||||
npc->ym += 0x20;
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
|
||||
npc->y += npc->ym;
|
||||
}
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
|
||||
if (npc->act_no == 1)
|
||||
{
|
||||
npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
|
||||
|
||||
if (npc->act_wait / 2 % 2)
|
||||
npc->x = npc->tgt_x;
|
||||
else
|
||||
npc->x = npc->tgt_x + 0x200;
|
||||
}
|
||||
}
|
||||
|
||||
//King's sword
|
||||
void ActNpc145(NPCHAR *npc)
|
||||
|
@ -49,6 +696,56 @@ void ActNpc145(NPCHAR *npc)
|
|||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//Lightning
|
||||
void ActNpc146(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[5];
|
||||
|
||||
rect[0] = {0, 0, 0, 0};
|
||||
rect[1] = {256, 0, 272, 240};
|
||||
rect[2] = {272, 0, 288, 240};
|
||||
rect[3] = {288, 0, 304, 240};
|
||||
rect[4] = {304, 0, 320, 240};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
|
||||
if (npc->direct == 2)
|
||||
SetFlash(0, 0, 2);
|
||||
// Fallthrough
|
||||
case 1:
|
||||
if (++npc->act_wait > 10)
|
||||
{
|
||||
npc->act_no = 2;
|
||||
PlaySoundObject(101, 1);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
if (++npc->ani_wait > 2)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no == 2)
|
||||
npc->damage = 10;
|
||||
|
||||
if (npc->ani_no > 4)
|
||||
{
|
||||
SetDestroyNpChar(npc->x, npc->y, 0x1000, 8);
|
||||
npc->cond = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
npc->rect = rect[npc->ani_no];
|
||||
}
|
||||
|
||||
//Quote
|
||||
void ActNpc150(NPCHAR *npc)
|
||||
{
|
||||
|
|
181
src/NpcAct180.cpp
Normal file
181
src/NpcAct180.cpp
Normal file
|
@ -0,0 +1,181 @@
|
|||
#include "WindowsWrapper.h"
|
||||
|
||||
#include "NpcAct.h"
|
||||
|
||||
#include "MyChar.h"
|
||||
#include "NpChar.h"
|
||||
#include "Game.h"
|
||||
#include "Sound.h"
|
||||
#include "Back.h"
|
||||
#include "Triangle.h"
|
||||
#include "Caret.h"
|
||||
|
||||
//Scooter
|
||||
void ActNpc192(NPCHAR *npc)
|
||||
{
|
||||
switch ( npc->act_no )
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
npc->view.back = 0x2000;
|
||||
npc->view.front = 0x2000;
|
||||
npc->view.top = 0x1000;
|
||||
npc->view.bottom = 0x1000;
|
||||
break;
|
||||
|
||||
case 10:
|
||||
npc->act_no = 11;
|
||||
npc->ani_no = 1;
|
||||
npc->view.top = 0x2000;
|
||||
npc->view.bottom = 0x2000;
|
||||
npc->y -= 0xA00;
|
||||
break;
|
||||
|
||||
case 20:
|
||||
npc->act_no = 21;
|
||||
npc->act_wait = 1;
|
||||
npc->tgt_x = npc->x;
|
||||
npc->tgt_y = npc->y;
|
||||
// Fallthrough
|
||||
case 21:
|
||||
npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
|
||||
npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
|
||||
|
||||
if (++npc->act_wait > 30)
|
||||
npc->act_no = 30;
|
||||
|
||||
break;
|
||||
|
||||
case 30:
|
||||
npc->act_no = 31;
|
||||
npc->act_wait = 1;
|
||||
npc->xm = -0x800;
|
||||
npc->x = npc->tgt_x;
|
||||
npc->y = npc->tgt_y;
|
||||
PlaySoundObject(44, 1);
|
||||
// Fallthrough
|
||||
case 31:
|
||||
npc->xm += 0x20;
|
||||
npc->x += npc->xm;
|
||||
++npc->act_wait;
|
||||
npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
|
||||
|
||||
if (npc->act_wait > 10)
|
||||
npc->direct = 2;
|
||||
|
||||
if (npc->act_wait > 200)
|
||||
npc->act_no = 40;
|
||||
|
||||
break;
|
||||
|
||||
case 40:
|
||||
npc->act_no = 41;
|
||||
npc->act_wait = 2;
|
||||
npc->direct = 0;
|
||||
npc->y -= 0x6000;
|
||||
npc->xm = -0x1000;
|
||||
// Fallthrough
|
||||
case 41:
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
npc->act_wait += 2;
|
||||
|
||||
if (npc->act_wait > 1200)
|
||||
npc->cond = 0;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (npc->act_wait % 4 == 0 && npc->act_no >= 20)
|
||||
{
|
||||
PlaySoundObject(34, 1);
|
||||
|
||||
if (npc->direct == 0)
|
||||
SetCaret(npc->x + 5120, npc->y + 5120, 7, 2);
|
||||
else
|
||||
SetCaret(npc->x - 5120, npc->y + 5120, 7, 0);
|
||||
}
|
||||
|
||||
RECT rcLeft[2];
|
||||
RECT rcRight[2];
|
||||
|
||||
rcLeft[0] = {224, 64, 256, 80};
|
||||
rcLeft[1] = {256, 64, 288, 96};
|
||||
|
||||
rcRight[0] = {224, 80, 256, 96};
|
||||
rcRight[1] = {288, 64, 320, 96};
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//Scooter (broken)
|
||||
void ActNpc193(NPCHAR *npc)
|
||||
{
|
||||
RECT rc[1];
|
||||
|
||||
rc[0] = {256, 96, 320, 112};
|
||||
|
||||
if (npc->act_no == 0)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->y = npc->y;
|
||||
npc->x += 0x3000;
|
||||
}
|
||||
|
||||
npc->rect = rc[0];
|
||||
}
|
||||
|
||||
//Water/wind particles
|
||||
void ActNpc199(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[5];
|
||||
|
||||
rect[0] = {72, 16, 74, 18};
|
||||
rect[1] = {74, 16, 76, 18};
|
||||
rect[2] = {76, 16, 78, 18};
|
||||
rect[3] = {78, 16, 80, 18};
|
||||
rect[4] = {80, 16, 82, 18};
|
||||
|
||||
if (npc->act_no == 0)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = Random(0, 2);
|
||||
|
||||
switch (npc->direct)
|
||||
{
|
||||
case 0:
|
||||
npc->xm = -1;
|
||||
break;
|
||||
case 1:
|
||||
npc->ym = -1;
|
||||
break;
|
||||
case 2:
|
||||
npc->xm = 1;
|
||||
break;
|
||||
case 3:
|
||||
npc->ym = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
npc->xm *= (Random(4, 8) * 0x200) / 2;
|
||||
npc->ym *= (Random(4, 8) * 0x200) / 2;
|
||||
}
|
||||
|
||||
if (++npc->ani_wait > 6)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 4)
|
||||
npc->cond = 0;
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
npc->rect = rect[npc->ani_no];
|
||||
}
|
|
@ -21,3 +21,18 @@ void ActNpc211(NPCHAR *npc)
|
|||
|
||||
npc->rect = rects[npc->code_event];
|
||||
}
|
||||
|
||||
//Smoke generator
|
||||
void ActNpc219(NPCHAR *npc)
|
||||
{
|
||||
RECT rc[1];
|
||||
|
||||
rc[0] = {0, 0, 0, 0};
|
||||
|
||||
if ( npc->direct )
|
||||
SetNpChar(199, npc->x + (Random(-0xA0, 0xA0) * 0x200), npc->y + (Random(-0x80, 0x80) * 0x200), 0, 0, 2, 0, 0x100);
|
||||
else if (Random(0, 40) == 1)
|
||||
SetNpChar(4, npc->x + (Random(-20, 20) * 0x200), npc->y, 0, -0x200, 0, 0, 0x100);
|
||||
|
||||
npc->rect = rc[1];
|
||||
}
|
|
@ -8,6 +8,13 @@
|
|||
#include "Sound.h"
|
||||
#include "Back.h"
|
||||
#include "Triangle.h"
|
||||
#include "Frame.h"
|
||||
|
||||
//Quake
|
||||
void ActNpc292(NPCHAR *npc)
|
||||
{
|
||||
SetQuake(10);
|
||||
}
|
||||
|
||||
//Doctor (opening)
|
||||
void ActNpc298(NPCHAR *npc)
|
||||
|
|
|
@ -9,6 +9,7 @@
|
|||
#include "Back.h"
|
||||
#include "Triangle.h"
|
||||
#include "Caret.h"
|
||||
#include "Boss.h"
|
||||
|
||||
//Demon crown (opening)
|
||||
void ActNpc300(NPCHAR *npc)
|
||||
|
@ -30,3 +31,71 @@ void ActNpc300(NPCHAR *npc)
|
|||
|
||||
npc->rect = rc[0];
|
||||
}
|
||||
|
||||
//Camera focus marker
|
||||
void ActNpc302(NPCHAR *npc)
|
||||
{
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 10:
|
||||
npc->x = gMC.x;
|
||||
npc->y = gMC.y - 0x4000;
|
||||
break;
|
||||
|
||||
case 20:
|
||||
switch (npc->direct)
|
||||
{
|
||||
case 0:
|
||||
npc->x -= 0x400;
|
||||
break;
|
||||
case 1:
|
||||
npc->y -= 0x400;
|
||||
break;
|
||||
case 2:
|
||||
npc->x += 0x400;
|
||||
break;
|
||||
case 3:
|
||||
npc->y += 0x400;
|
||||
break;
|
||||
}
|
||||
|
||||
gMC.x = npc->x;
|
||||
gMC.y = npc->y;
|
||||
break;
|
||||
|
||||
case 30:
|
||||
npc->x = gMC.x;
|
||||
npc->y = gMC.y + 0xA000;
|
||||
break;
|
||||
|
||||
case 100:
|
||||
npc->act_no = 101;
|
||||
|
||||
if (npc->direct)
|
||||
{
|
||||
int i;
|
||||
for (i = 0xAA; i < 0x200; ++i)
|
||||
{
|
||||
if (gNPC[i].cond & 0x80 && gNPC[i].code_event == npc->direct)
|
||||
{
|
||||
npc->pNpc = &gNPC[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (i == 0x200)
|
||||
{
|
||||
npc->cond = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->pNpc = gBoss;
|
||||
}
|
||||
// Fallthrough
|
||||
case 101:
|
||||
npc->x = (npc->pNpc->x + gMC.x) / 2;
|
||||
npc->y = (npc->pNpc->y + gMC.y) / 2;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
118
src/NpcTbl.cpp
118
src/NpcTbl.cpp
|
@ -89,10 +89,10 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc030,
|
||||
ActNpc031,
|
||||
ActNpc032,
|
||||
nullptr,
|
||||
ActNpc033,
|
||||
ActNpc034,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc035,
|
||||
ActNpc036,
|
||||
ActNpc037,
|
||||
ActNpc038,
|
||||
ActNpc039,
|
||||
|
@ -100,20 +100,20 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc041,
|
||||
ActNpc042,
|
||||
ActNpc043,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc044,
|
||||
ActNpc045,
|
||||
ActNpc046,
|
||||
nullptr,
|
||||
ActNpc047,
|
||||
ActNpc048,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc049,
|
||||
ActNpc050,
|
||||
ActNpc051,
|
||||
ActNpc052,
|
||||
ActNpc053,
|
||||
ActNpc054,
|
||||
ActNpc055,
|
||||
ActNpc056,
|
||||
ActNpc057,
|
||||
ActNpc058,
|
||||
ActNpc059,
|
||||
ActNpc060,
|
||||
|
@ -156,53 +156,53 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc097,
|
||||
ActNpc098,
|
||||
ActNpc099,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc100,
|
||||
ActNpc101,
|
||||
ActNpc102,
|
||||
ActNpc103,
|
||||
ActNpc104,
|
||||
ActNpc105,
|
||||
ActNpc106,
|
||||
ActNpc107,
|
||||
ActNpc108,
|
||||
ActNpc109,
|
||||
ActNpc110,
|
||||
ActNpc111,
|
||||
ActNpc112,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc113,
|
||||
ActNpc114,
|
||||
ActNpc115,
|
||||
ActNpc116,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc117,
|
||||
ActNpc118,
|
||||
ActNpc119,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc120,
|
||||
ActNpc121,
|
||||
ActNpc122,
|
||||
ActNpc123,
|
||||
ActNpc124,
|
||||
ActNpc125,
|
||||
nullptr,
|
||||
ActNpc126,
|
||||
ActNpc127,
|
||||
ActNpc128,
|
||||
ActNpc129,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc130,
|
||||
ActNpc131,
|
||||
ActNpc132,
|
||||
ActNpc133,
|
||||
ActNpc134,
|
||||
ActNpc135,
|
||||
ActNpc136,
|
||||
ActNpc137,
|
||||
ActNpc138,
|
||||
ActNpc139,
|
||||
ActNpc140,
|
||||
ActNpc141,
|
||||
ActNpc142,
|
||||
ActNpc143,
|
||||
ActNpc144,
|
||||
ActNpc145,
|
||||
nullptr,
|
||||
ActNpc146,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -248,14 +248,14 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc192,
|
||||
ActNpc193,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc199,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -275,7 +275,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc219,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -348,7 +348,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc292,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -358,7 +358,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc299,
|
||||
ActNpc300,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc302,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
|
534
src/Shoot.cpp
534
src/Shoot.cpp
|
@ -10,6 +10,76 @@
|
|||
int empty;
|
||||
int spur_charge;
|
||||
|
||||
void ShootBullet_Frontia1(int level)
|
||||
{
|
||||
int bul_no;
|
||||
|
||||
switch (level)
|
||||
{
|
||||
case 1:
|
||||
bul_no = 1;
|
||||
break;
|
||||
case 2:
|
||||
bul_no = 2;
|
||||
break;
|
||||
case 3:
|
||||
bul_no = 3;
|
||||
break;
|
||||
}
|
||||
|
||||
if (CountArmsBullet(1) <= 3 && gKeyTrg & gKeyShot)
|
||||
{
|
||||
if (!UseArmsEnergy(1))
|
||||
{
|
||||
ChangeToFirstArms();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gMC.up)
|
||||
{
|
||||
if (gMC.direct == 0)
|
||||
{
|
||||
SetBullet(bul_no, gMC.x - 0x600, gMC.y - 0x1400, 1);
|
||||
SetCaret(gMC.x - 0x600, gMC.y - 0x1400, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(bul_no, gMC.x + 0x600, gMC.y - 0x1400, 1);
|
||||
SetCaret(gMC.x + 0x600, gMC.y - 0x1400, 3, 0);
|
||||
}
|
||||
}
|
||||
else if (gMC.down)
|
||||
{
|
||||
if (gMC.direct == 0)
|
||||
{
|
||||
SetBullet(bul_no, gMC.x - 0x600, gMC.y + 0x1400, 3);
|
||||
SetCaret(gMC.x - 0x600, gMC.y + 0x1400, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(bul_no, gMC.x + 0x600, gMC.y + 0x1400, 3);
|
||||
SetCaret(gMC.x + 0x600, gMC.y + 0x1400, 3, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gMC.direct == 0)
|
||||
{
|
||||
SetBullet(bul_no, gMC.x - 0xC00, gMC.y + 0x400, 0);
|
||||
SetCaret(gMC.x - 0x1800, gMC.y + 0x400, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(bul_no, gMC.x + 0xC00, gMC.y + 0x400, 2);
|
||||
SetCaret(gMC.x + 0x1800, gMC.y + 0x400, 3, 0);
|
||||
}
|
||||
}
|
||||
|
||||
PlaySoundObject(33, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShootBullet_PoleStar(int level)
|
||||
{
|
||||
int bul_no;
|
||||
|
@ -163,6 +233,7 @@ void ShootBullet_Machinegun1(int level)
|
|||
if (CountArmsBullet(4) < 5)
|
||||
{
|
||||
int bul_no;
|
||||
|
||||
switch (level)
|
||||
{
|
||||
case 1:
|
||||
|
@ -481,6 +552,427 @@ void ShootBullet_Missile(int level, bool bSuper)
|
|||
PlaySoundObject(32, 1);
|
||||
}
|
||||
|
||||
void ShootBullet_Bubblin1(void)
|
||||
{
|
||||
static int wait;
|
||||
|
||||
if (CountArmsBullet(7) <= 3)
|
||||
{
|
||||
if (gKeyTrg & gKeyShot)
|
||||
{
|
||||
if (!UseArmsEnergy(1))
|
||||
{
|
||||
PlaySoundObject(37, 1);
|
||||
if (!empty)
|
||||
{
|
||||
SetCaret(gMC.x, gMC.y, 16, 0);
|
||||
empty = 50;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gMC.up)
|
||||
{
|
||||
if (gMC.direct)
|
||||
{
|
||||
SetBullet(19, gMC.x + 0x200, gMC.y - 0x400, 1);
|
||||
SetCaret(gMC.x + 0x200, gMC.y - 0x400, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(19, gMC.x - 0x200, gMC.y - 0x400, 1);
|
||||
SetCaret(gMC.x - 0x200, gMC.y - 0x400, 3, 0);
|
||||
}
|
||||
}
|
||||
else if (gMC.down)
|
||||
{
|
||||
if (gMC.direct)
|
||||
{
|
||||
SetBullet(19, gMC.x + 0x200, gMC.y + 0x400, 3);
|
||||
SetCaret(gMC.x + 0x200, gMC.y + 0x400, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(19, gMC.x - 0x200, gMC.y + 0x400, 3);
|
||||
SetCaret(gMC.x - 0x200, gMC.y + 0x400, 3, 0);
|
||||
}
|
||||
}
|
||||
else if (gMC.direct)
|
||||
{
|
||||
SetBullet(19, gMC.x + 0xC00, gMC.y + 0x600, 2);
|
||||
SetCaret(gMC.x + 0x1800, gMC.y + 0x600, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(19, gMC.x - 0xC00, gMC.y + 0x600, 0);
|
||||
SetCaret(gMC.x - 0x1800, gMC.y + 0x600, 3, 0);
|
||||
}
|
||||
|
||||
PlaySoundObject(48, 1);
|
||||
}
|
||||
}
|
||||
else if (++wait > 20)
|
||||
{
|
||||
wait = 0;
|
||||
ChargeArmsEnergy(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShootBullet_Bubblin2(int level)
|
||||
{
|
||||
static int wait;
|
||||
|
||||
if (CountArmsBullet(7) <= 15)
|
||||
{
|
||||
level += 18;
|
||||
|
||||
if (!(gKey & gKeyShot))
|
||||
gMC.rensha = 6;
|
||||
|
||||
if (gKey & gKeyShot)
|
||||
{
|
||||
if (++gMC.rensha >= 7)
|
||||
{
|
||||
gMC.rensha = 0;
|
||||
|
||||
if (!UseArmsEnergy(1))
|
||||
{
|
||||
PlaySoundObject(37, 1);
|
||||
if (!empty)
|
||||
{
|
||||
SetCaret(gMC.x, gMC.y, 16, 0);
|
||||
empty = 50;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gMC.up)
|
||||
{
|
||||
if (gMC.direct)
|
||||
{
|
||||
SetBullet(level, gMC.x + 0x600, gMC.y - 0x1000, 1);
|
||||
SetCaret(gMC.x + 0x600, gMC.y - 0x2000, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(level, gMC.x - 0x600, gMC.y - 0x1000, 1);
|
||||
SetCaret(gMC.x - 0x600, gMC.y - 0x2000, 3, 0);
|
||||
}
|
||||
}
|
||||
else if (gMC.down)
|
||||
{
|
||||
if (gMC.direct)
|
||||
{
|
||||
SetBullet(level, gMC.x + 0x600, gMC.y + 0x1000, 3);
|
||||
SetCaret(gMC.x + 0x600, gMC.y + 0x2000, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(level, gMC.x - 0x600, gMC.y + 0x1000, 3);
|
||||
SetCaret(gMC.x - 0x600, gMC.y + 0x2000, 3, 0);
|
||||
}
|
||||
}
|
||||
else if (gMC.direct)
|
||||
{
|
||||
SetBullet(level, gMC.x + 0xC00, gMC.y + 0x600, 2);
|
||||
SetCaret(gMC.x + 0x1800, gMC.y + 0x600, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(level, gMC.x - 0xC00, gMC.y + 0x600, 0);
|
||||
SetCaret(gMC.x - 0x1800, gMC.y + 0x600, 3, 0);
|
||||
}
|
||||
|
||||
PlaySoundObject(48, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (++wait > 1)
|
||||
{
|
||||
wait = 0;
|
||||
ChargeArmsEnergy(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShootBullet_Sword(int level)
|
||||
{
|
||||
if (CountArmsBullet(9) <= 0)
|
||||
{
|
||||
int bul_no;
|
||||
|
||||
switch (level)
|
||||
{
|
||||
case 1:
|
||||
bul_no = 25;
|
||||
break;
|
||||
case 2:
|
||||
bul_no = 26;
|
||||
break;
|
||||
case 3:
|
||||
bul_no = 27;
|
||||
break;
|
||||
}
|
||||
|
||||
if (gKeyTrg & gKeyShot)
|
||||
{
|
||||
if (gMC.up)
|
||||
{
|
||||
if (gMC.direct == 0)
|
||||
SetBullet(bul_no, gMC.x - 0x200, gMC.y + 0x800, 1);
|
||||
else
|
||||
SetBullet(bul_no, gMC.x + 0x200, gMC.y + 0x800, 1);
|
||||
}
|
||||
else if (gMC.down)
|
||||
{
|
||||
if (gMC.direct == 0)
|
||||
SetBullet(bul_no, gMC.x - 0x200, gMC.y - 0xC00, 3);
|
||||
else
|
||||
SetBullet(bul_no, gMC.x + 0x200, gMC.y - 0xC00, 3);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gMC.direct == 0)
|
||||
SetBullet(bul_no, gMC.x + 0xC00, gMC.y - 0x600, 0);
|
||||
else
|
||||
SetBullet(bul_no, gMC.x - 0xC00, gMC.y - 0x600, 2);
|
||||
}
|
||||
|
||||
PlaySoundObject(34, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShootBullet_Nemesis(int level)
|
||||
{
|
||||
int bul_no;
|
||||
|
||||
switch (level)
|
||||
{
|
||||
case 1:
|
||||
bul_no = 34;
|
||||
break;
|
||||
case 2:
|
||||
bul_no = 35;
|
||||
break;
|
||||
case 3:
|
||||
bul_no = 36;
|
||||
break;
|
||||
}
|
||||
|
||||
if (CountArmsBullet(12) <= 1 && gKeyTrg & gKeyShot)
|
||||
{
|
||||
if (!UseArmsEnergy(1))
|
||||
{
|
||||
PlaySoundObject(37, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gMC.up)
|
||||
{
|
||||
if (gMC.direct == 0)
|
||||
{
|
||||
SetBullet(bul_no, gMC.x - 0x200, gMC.y - 0x1800, 1);
|
||||
SetCaret(gMC.x - 0x200, gMC.y - 0x1800, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(bul_no, gMC.x + 0x200, gMC.y - 0x1800, 1);
|
||||
SetCaret(gMC.x + 0x200, gMC.y - 0x1800, 3, 0);
|
||||
}
|
||||
}
|
||||
else if (gMC.down)
|
||||
{
|
||||
if (gMC.direct == 0)
|
||||
{
|
||||
SetBullet(bul_no, gMC.x - 0x200, gMC.y + 0x1800, 3);
|
||||
SetCaret(gMC.x - 0x200, gMC.y + 0x1800, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(bul_no, gMC.x + 0x200, gMC.y + 0x1800, 3);
|
||||
SetCaret(gMC.x + 0x200, gMC.y + 0x1800, 3, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gMC.direct == 0)
|
||||
{
|
||||
SetBullet(bul_no, gMC.x - 0x2C00, gMC.y + 0x600, 0);
|
||||
SetCaret(gMC.x - 0x2000, gMC.y + 0x600, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(bul_no, gMC.x + 0x2C00, gMC.y + 0x600, 2);
|
||||
SetCaret(gMC.x + 0x2000, gMC.y + 0x600, 3, 0);
|
||||
}
|
||||
}
|
||||
|
||||
switch (level)
|
||||
{
|
||||
case 1:
|
||||
PlaySoundObject(117, 1);
|
||||
break;
|
||||
case 2:
|
||||
PlaySoundObject(49, 1);
|
||||
break;
|
||||
case 3:
|
||||
PlaySoundObject(60, 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ResetSpurCharge(void)
|
||||
{
|
||||
spur_charge = 0;
|
||||
|
||||
if (gArmsData[gSelectedArms].code == 13)
|
||||
ZeroExpMyChar();
|
||||
}
|
||||
|
||||
void ShootBullet_Spur(int level)
|
||||
{
|
||||
int bul_no;
|
||||
|
||||
bool bShot = false;
|
||||
|
||||
if (gKey & gKeyShot)
|
||||
{
|
||||
if (gMC.equip & 8)
|
||||
AddExpMyChar(3);
|
||||
else
|
||||
AddExpMyChar(2);
|
||||
|
||||
if (++spur_charge / 2 % 2)
|
||||
{
|
||||
if (level == 1)
|
||||
{
|
||||
PlaySoundObject(59, 1);
|
||||
}
|
||||
else if (level == 2)
|
||||
{
|
||||
PlaySoundObject(60, 1);
|
||||
}
|
||||
else if (level == 3)
|
||||
{
|
||||
if (!IsMaxExpMyChar())
|
||||
PlaySoundObject(61, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (spur_charge)
|
||||
bShot = true;
|
||||
|
||||
spur_charge = 0;
|
||||
}
|
||||
|
||||
static bool bMax;
|
||||
|
||||
if (IsMaxExpMyChar())
|
||||
{
|
||||
if (bMax == false)
|
||||
{
|
||||
bMax = true;
|
||||
PlaySoundObject(65, 1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bMax = false;
|
||||
}
|
||||
|
||||
if (gKey & gKeyShot == 0)
|
||||
ZeroExpMyChar();
|
||||
|
||||
switch (level)
|
||||
{
|
||||
case 1:
|
||||
bul_no = 6;
|
||||
bShot = false;
|
||||
break;
|
||||
case 2:
|
||||
bul_no = 37;
|
||||
break;
|
||||
case 3:
|
||||
if (bMax)
|
||||
bul_no = 39;
|
||||
else
|
||||
bul_no = 38;
|
||||
break;
|
||||
}
|
||||
|
||||
if (CountArmsBullet(13) <= 0 && CountArmsBullet(14) <= 0 && (gKeyTrg & gKeyShot || bShot))
|
||||
{
|
||||
if (!UseArmsEnergy(1))
|
||||
{
|
||||
PlaySoundObject(37, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gMC.up)
|
||||
{
|
||||
if (gMC.direct == 0)
|
||||
{
|
||||
SetBullet(bul_no, gMC.x - 0x200, gMC.y - 0x1000, 1);
|
||||
SetCaret(gMC.x - 0x200, gMC.y - 0x1000, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(bul_no, gMC.x + 0x200, gMC.y - 0x1000, 1);
|
||||
SetCaret(gMC.x + 0x200, gMC.y - 0x1000, 3, 0);
|
||||
}
|
||||
}
|
||||
else if (gMC.down)
|
||||
{
|
||||
if (gMC.direct == 0)
|
||||
{
|
||||
SetBullet(bul_no, gMC.x - 0x200, gMC.y + 0x1000, 3);
|
||||
SetCaret(gMC.x - 0x200, gMC.y + 0x1000, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(bul_no, gMC.x + 0x200, gMC.y + 0x1000, 3);
|
||||
SetCaret(gMC.x + 0x200, gMC.y + 0x1000, 3, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gMC.direct == 0)
|
||||
{
|
||||
SetBullet(bul_no, gMC.x - 0xC00, gMC.y + 0x600, 0);
|
||||
SetCaret(gMC.x - 0x1800, gMC.y + 0x600, 3, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBullet(bul_no, gMC.x + 0xC00, gMC.y + 0x600, 2);
|
||||
SetCaret(gMC.x + 0x1800, gMC.y + 0x600, 3, 0);
|
||||
}
|
||||
}
|
||||
|
||||
switch (bul_no)
|
||||
{
|
||||
case 6:
|
||||
PlaySoundObject(49, 1);
|
||||
break;
|
||||
case 37:
|
||||
PlaySoundObject(62, 1);
|
||||
break;
|
||||
case 38:
|
||||
PlaySoundObject(63, 1);
|
||||
break;
|
||||
case 39:
|
||||
PlaySoundObject(64, 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShootBullet()
|
||||
{
|
||||
if (empty)
|
||||
|
@ -503,6 +995,9 @@ void ShootBullet()
|
|||
{
|
||||
switch (gArmsData[gSelectedArms].code)
|
||||
{
|
||||
case 1:
|
||||
ShootBullet_Frontia1(gArmsData[gSelectedArms].level);
|
||||
break;
|
||||
case 2:
|
||||
ShootBullet_PoleStar(gArmsData[gSelectedArms].level);
|
||||
break;
|
||||
|
@ -514,13 +1009,46 @@ void ShootBullet()
|
|||
break;
|
||||
case 5:
|
||||
ShootBullet_Missile(gArmsData[gSelectedArms].level, false);
|
||||
break;
|
||||
case 7:
|
||||
switch (gArmsData[gSelectedArms].level)
|
||||
{
|
||||
case 1:
|
||||
ShootBullet_Bubblin1();
|
||||
break;
|
||||
case 2:
|
||||
ShootBullet_Bubblin2(2);
|
||||
break;
|
||||
case 3:
|
||||
ShootBullet_Bubblin2(3);
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
case 9:
|
||||
switch (gArmsData[gSelectedArms].level)
|
||||
{
|
||||
case 1:
|
||||
ShootBullet_Sword(1);
|
||||
break;
|
||||
case 2:
|
||||
ShootBullet_Sword(2);
|
||||
break;
|
||||
case 3:
|
||||
ShootBullet_Sword(3);
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
case 10:
|
||||
ShootBullet_Missile(gArmsData[gSelectedArms].level, true);
|
||||
break;
|
||||
case 12:
|
||||
ShootBullet_Nemesis(gArmsData[gSelectedArms].level);
|
||||
break;
|
||||
case 13:
|
||||
ShootBullet_Spur(gArmsData[gSelectedArms].level);
|
||||
break;
|
||||
}
|
||||
|
||||
if (!(gKeyTrg & gKeyShot))
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,2 +1,3 @@
|
|||
#pragma once
|
||||
void ResetSpurCharge(void);
|
||||
void ShootBullet();
|
||||
|
|
Loading…
Add table
Reference in a new issue