Added Ballos

Finally. The game's done.
This commit is contained in:
Clownacy 2019-02-10 00:42:48 +00:00
parent 8bb6791769
commit c2821d8350
4 changed files with 679 additions and 1 deletions

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@ -45,6 +45,7 @@ SOURCES = \
Boss \
BossAlmo1 \
BossAlmo2 \
BossBallos \
BossFrog \
BossIronH \
BossLife \

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@ -6,6 +6,7 @@
#include "Boss.h"
#include "BossAlmo1.h"
#include "BossAlmo2.h"
#include "BossBallos.h"
#include "BossFrog.h"
#include "BossIronH.h"
#include "BossOhm.h"
@ -200,7 +201,7 @@ BOSSFUNCTION gpBossFuncTbl[10] =
ActBossChar_Twin,
ActBossChar_Undead,
ActBossChar_Press,
nullptr, //ActBossChar_Ballos
ActBossChar_Ballos
};
void ActBossChar()

673
src/BossBallos.cpp Normal file
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@ -0,0 +1,673 @@
#include "BossBallos.h"
#include "Boss.h"
#include "Flash.h"
#include "Frame.h"
#include "Game.h"
#include "MyChar.h"
#include "MycParam.h"
#include "NpChar.h"
#include "Sound.h"
static void ActBossChar_Eye(NPCHAR *npc)
{
RECT rcLeft[5];
RECT rcRight[5];
rcLeft[0] = {272, 0, 296, 16};
rcLeft[1] = {272, 16, 296, 32};
rcLeft[2] = {272, 32, 296, 48};
rcLeft[3] = {0, 0, 0, 0};
rcLeft[4] = {240, 16, 264, 32};
rcRight[0] = {296, 0, 320, 16};
rcRight[1] = {296, 16, 320, 32};
rcRight[2] = {296, 32, 320, 48};
rcRight[3] = {0, 0, 0, 0};
rcRight[4] = {240, 32, 264, 48};
switch (npc->act_no)
{
case 100:
npc->act_no = 101;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 101:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->act_no = 102;
break;
case 102:
npc->ani_no = 3;
break;
case 200:
npc->act_no = 201;
npc->ani_no = 3;
npc->ani_wait = 0;
// Fallthrough
case 201:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
--npc->ani_no;
}
if ( npc->ani_no <= 0 )
npc->act_no = 202;
break;
case 300:
npc->act_no = 301;
npc->ani_no = 4;
if (npc->direct == 0)
SetDestroyNpChar(npc->x - 0x800, npc->y, 0x800, 10);
else
SetDestroyNpChar(npc->x + 0x800, npc->y, 0x800, 10);
break;
}
if (npc->direct == 0)
npc->x = gBoss[0].x - 0x3000;
else
npc->x = gBoss[0].x + 0x3000;
npc->y = gBoss[0].y - 0x4800;
if (npc->act_no >= 0 && npc->act_no < 300)
{
if (npc->ani_no == 3)
npc->bits |= 0x20;
else
npc->bits &= ~0x20;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
static void ActBossChar_Body(NPCHAR *npc)
{
RECT rc[4];
rc[0] = {0, 0, 120, 120};
rc[1] = {120, 0, 240, 120};
rc[2] = {0, 120, 120, 240};
rc[3] = {120, 120, 240, 240};
npc->x = gBoss[0].x;
npc->y = gBoss[0].y;
npc->rect = rc[npc->ani_no];
}
static void ActBossChar_HITAI(NPCHAR *npc)
{
npc->x = gBoss[0].x;
npc->y = gBoss[0].y - 0x5800;
}
static void ActBossChar_HARA(NPCHAR *npc)
{
npc->x = gBoss[0].x;
npc->y = gBoss[0].y;
}
void ActBossChar_Ballos(void)
{
static unsigned char flash;
switch (gBoss[0].act_no)
{
case 0:
gBoss[0].act_no = 1;
gBoss[0].cond = 0x80;
gBoss[0].exp = 1;
gBoss[0].direct = 0;
gBoss[0].x = 0x28000;
gBoss[0].y = -0x8000;
gBoss[0].hit_voice = 54;
gBoss[0].hit.front = 0x4000;
gBoss[0].hit.top = 0x6000;
gBoss[0].hit.back = 0x4000;
gBoss[0].hit.bottom = 0x6000;
gBoss[0].bits = 0x8248;
gBoss[0].size = 3;
gBoss[0].damage = 0;
gBoss[0].code_event = 1000;
gBoss[0].life = 800;
gBoss[1].cond = 0x90;
gBoss[1].direct = 0;
gBoss[1].bits = 8;
gBoss[1].life = 10000;
gBoss[1].view.front = 0x1800;
gBoss[1].view.top = 0;
gBoss[1].view.back = 0x1800;
gBoss[1].view.bottom = 0x2000;
gBoss[1].hit.front = 0x1800;
gBoss[1].hit.top = 0;
gBoss[1].hit.back = 0x1800;
gBoss[1].hit.bottom = 0x2000;
gBoss[2] = gBoss[1];
gBoss[2].direct = 2;
gBoss[3].cond = 0x90;
gBoss[3].bits = 0xD;
gBoss[3].view.front = 0x7800;
gBoss[3].view.top = 0x7800;
gBoss[3].view.back = 0x7800;
gBoss[3].view.bottom = 0x7800;
gBoss[3].hit.front = 0x6000;
gBoss[3].hit.top = 0x3000;
gBoss[3].hit.back = 0x6000;
gBoss[3].hit.bottom = 0x4000;
gBoss[4].cond = 0x90;
gBoss[4].bits = 0xD;
gBoss[4].hit.front = 0x4000;
gBoss[4].hit.top = 0x1000;
gBoss[4].hit.back = 0x4000;
gBoss[4].hit.bottom = 0x1000;
gBoss[5].cond = 0x90;
gBoss[5].bits = 0x4C;
gBoss[5].hit.front = 0x4000;
gBoss[5].hit.top = 0;
gBoss[5].hit.back = 0x4000;
gBoss[5].hit.bottom = 0x6000;
break;
case 100:
gBoss[0].act_no = 101;
gBoss[0].ani_no = 0;
gBoss[0].x = gMC.x;
SetNpChar(333, gMC.x, 0x26000, 0, 0, 2, 0, 0x100);
gBoss[0].act_wait = 0;
// Fallthrough
case 101:
if (++gBoss[0].act_wait > 30)
gBoss[0].act_no = 102;
break;
case 102:
gBoss[0].ym += 0x40;
if (gBoss[0].ym > 0xC00)
gBoss[0].ym = 0xC00;
gBoss[0].y += gBoss[0].ym;
if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom)
{
gBoss[0].y = 0x26000 - gBoss[0].hit.bottom;
gBoss[0].ym = 0;
gBoss[0].act_no = 103;
gBoss[0].act_wait = 0;
SetQuake2(30);
PlaySoundObject(44, 1);
if ( gMC.y > gBoss[0].y + 0x6000 && gMC.x < gBoss[0].x + 0x3000 && gMC.x > gBoss[0].x - 0x3000 )
DamageMyChar(16);
for (int i = 0; i < 0x10; ++i)
SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100);
if (gMC.flag & 8)
gMC.ym = -0x200;
}
break;
case 103:
if (++gBoss[0].act_wait == 50)
{
gBoss[0].act_no = 104;
gBoss[1].act_no = 100;
gBoss[2].act_no = 100;
}
break;
case 200:
gBoss[0].act_no = 201;
gBoss[0].count1 = 0;
// Fallthrough
case 201:
gBoss[0].act_no = 203;
gBoss[0].xm = 0;
++gBoss[0].count1;
gBoss[0].hit.bottom = 0x6000;
gBoss[0].damage = 0;
if (gBoss[0].count1 % 3)
gBoss[0].act_wait = 50;
else
gBoss[0].act_wait = 150;
// Fallthrough
case 203:
if (--gBoss[0].act_wait <= 0)
{
gBoss[0].act_no = 204;
gBoss[0].ym = -0xC00;
if (gMC.x > gBoss[0].x)
gBoss[0].xm = 0x200;
else
gBoss[0].xm = -0x200;
}
break;
case 204:
if (gBoss[0].x < 0xA000)
gBoss[0].xm = 0x200;
if (gBoss[0].x > 0x44000)
gBoss[0].xm = -0x200;
gBoss[0].ym += 0x55;
if (gBoss[0].ym > 0xC00)
gBoss[0].ym = 0xC00;
gBoss[0].x += gBoss[0].xm;
gBoss[0].y += gBoss[0].ym;
if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom)
{
gBoss[0].y = 0x26000 - gBoss[0].hit.bottom;
gBoss[0].ym = 0;
gBoss[0].act_no = 201;
gBoss[0].act_wait = 0;
if (gMC.y > gBoss[0].y + 0x7000)
DamageMyChar(16);
if (gMC.flag & 8)
gMC.ym = -0x200;
SetQuake2(30);
PlaySoundObject(26, 1);
SetNpChar(332, gBoss[0].x - 0x1800, gBoss[0].y + 0x6800, 0, 0, 0, 0, 0x100);
SetNpChar(332, gBoss[0].x + 0x1800, gBoss[0].y + 0x6800, 0, 0, 2, 0, 0x100);
PlaySoundObject(44, 1);
for (int i = 0; i < 0x10; ++i)
SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100);
}
break;
case 220:
gBoss[0].act_no = 221;
gBoss[0].life = 1200;
gBoss[1].act_no = 200;
gBoss[2].act_no = 200;
gBoss[0].xm = 0;
gBoss[0].ani_no = 0;
gBoss[0].shock = 0;
flash = 0;
// Fallthrough
case 221:
gBoss[0].ym += 0x40;
if (gBoss[0].ym > 0xC00)
gBoss[0].ym = 0xC00;
gBoss[0].y += gBoss[0].ym;
if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom)
{
gBoss[0].y = 0x26000 - gBoss[0].hit.bottom;
gBoss[0].ym = 0;
gBoss[0].act_no = 222;
gBoss[0].act_wait = 0;
SetQuake2(30);
PlaySoundObject(26, 1);
for (int i = 0; i < 0x10; ++i)
SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100);
if (gMC.flag & 8)
gMC.ym = -0x200;
}
break;
case 300:
gBoss[0].act_no = 301;
gBoss[0].act_wait = 0;
for (int i = 0; i < 0x100; i += 0x40)
{
SetNpChar(342, gBoss[0].x, gBoss[0].y, 0, 0, i, gBoss, 0x5A);
SetNpChar(342, gBoss[0].x, gBoss[0].y, 0, 0, i + 544, gBoss, 0x5A);
}
SetNpChar(343, gBoss[0].x, gBoss[0].y, 0, 0, 0, gBoss, 0x18);
SetNpChar(344, gBoss[0].x - 0x3000, gBoss[0].y - 0x4800, 0, 0, 0, gBoss, 0x20);
SetNpChar(344, gBoss[0].x + 0x3000, gBoss[0].y - 0x4800, 0, 0, 2, gBoss, 0x20);
// Fallthrough
case 301:
gBoss[0].y += (0x1C200 - gBoss[0].y) / 8;
if (++gBoss[0].act_wait > 50)
{
gBoss[0].act_no = 310;
gBoss[0].act_wait = 0;
}
break;
case 311:
gBoss[0].direct = 0;
gBoss[0].xm = -0x3AA;
gBoss[0].ym = 0;
gBoss[0].x += gBoss[0].xm;
if (gBoss[0].x < 0xDE00)
{
gBoss[0].x = 0xDE00;
gBoss[0].act_no = 312;
}
break;
case 312:
gBoss[0].direct = 1;
gBoss[0].ym = -0x3AA;
gBoss[0].xm = 0;
gBoss[0].y += gBoss[0].ym;
if (gBoss[0].y < 0xDE00)
{
gBoss[0].y = 0xDE00;
gBoss[0].act_no = 313;
}
break;
case 313:
gBoss[0].direct = 2;
gBoss[0].xm = 0x3AA;
gBoss[0].ym = 0;
gBoss[0].x += gBoss[0].xm;
if (gBoss[0].x > 0x40200)
{
gBoss[0].x = 0x40200;
gBoss[0].act_no = 314;
}
if (gBoss[0].count1)
--gBoss[0].count1;
if (gBoss[0].count1 == 0 && gBoss[0].x > 0x26000 && gBoss[0].x < 0x2A000)
gBoss[0].act_no = 400;
break;
case 314:
gBoss[0].direct = 3;
gBoss[0].ym = 0x3AA;
gBoss[0].xm = 0;
gBoss[0].y += gBoss[0].ym;
if (gBoss[0].y > 0x1C200)
{
gBoss[0].y = 0x1C200;
gBoss[0].act_no = 311;
}
break;
case 400:
gBoss[0].act_no = 401;
gBoss[0].act_wait = 0;
gBoss[0].xm = 0;
gBoss[0].ym = 0;
DeleteNpCharCode(339, 0);
// Fallthrough
case 401:
gBoss[0].y += (0x13E00 - gBoss[0].y) / 8;
if (++gBoss[0].act_wait > 50)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 410;
for (int i = 0; i < 0x100; i += 0x20)
SetNpChar(346, gBoss[0].x, gBoss[0].y, 0, 0, i, gBoss, 0x50);
SetNpChar(343, gBoss[0].x, gBoss[0].y, 0, 0, 0, gBoss, 0x18);
SetNpChar(344, gBoss[0].x - 0x3000, gBoss[0].y - 0x4800, 0, 0, 0, gBoss, 0x20);
SetNpChar(344, gBoss[0].x + 0x3000, gBoss[0].y - 0x4800, 0, 0, 2, gBoss, 0x20);
}
break;
case 410:
if (++gBoss[0].act_wait > 50)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 411;
}
break;
case 411:
if (++gBoss[0].act_wait % 30 == 1)
SetNpChar(348, (2 * (gBoss[0].act_wait / 30) + 2) << 13, 0x2A000, 0, 0, 0, 0, 0x180);
if (gBoss[0].act_wait / 3 & 1)
PlaySoundObject(26, 1);
if (gBoss[0].act_wait > 540)
gBoss[0].act_no = 420;
break;
case 420:
gBoss[0].act_no = 421;
gBoss[0].act_wait = 0;
gBoss[0].ani_wait = 0;
SetQuake2(30);
PlaySoundObject(35, 1);
gBoss[1].act_no = 102;
gBoss[2].act_no = 102;
for (int i = 0; i < 0x100; ++i)
SetNpChar(4, gBoss[0].x + (Random(-60, 60) * 0x200), gBoss[0].y + (Random(-60, 60) * 0x200), 0, 0, 0, 0, 0);
// Fallthrough
case 421:
if (++gBoss[0].ani_wait > 500)
{
gBoss[0].ani_wait = 0;
gBoss[0].act_no = 422;
}
break;
case 422:
if (++gBoss[0].ani_wait > 200)
{
gBoss[0].ani_wait = 0;
gBoss[0].act_no = 423;
}
break;
case 423:
if (++gBoss[0].ani_wait > 20)
{
gBoss[0].ani_wait = 0;
gBoss[0].act_no = 424;
}
break;
case 424:
if (++gBoss[0].ani_wait > 200)
{
gBoss[0].ani_wait = 0;
gBoss[0].act_no = 425;
}
break;
case 425:
if (++gBoss[0].ani_wait > 500)
{
gBoss[0].ani_wait = 0;
gBoss[0].act_no = 426;
}
break;
case 426:
if (++gBoss[0].ani_wait > 200)
{
gBoss[0].ani_wait = 0;
gBoss[0].act_no = 427;
}
break;
case 427:
if (++gBoss[0].ani_wait > 20)
{
gBoss[0].ani_wait = 0;
gBoss[0].act_no = 428;
}
break;
case 428:
if (++gBoss[0].ani_wait > 200)
{
gBoss[0].ani_wait = 0;
gBoss[0].act_no = 421;
}
break;
case 1000:
gBoss[0].act_no = 1001;
gBoss[0].act_wait = 0;
gBoss[1].act_no = 300;
gBoss[2].act_no = 300;
gBoss[0].bits &= ~0x41;
gBoss[3].bits &= ~0x41;
gBoss[4].bits &= ~0x41;
gBoss[5].bits &= ~0x41;
// Fallthrough
case 1001:
if (++gBoss[0].act_wait % 12 == 0)
PlaySoundObject(44, 1);
SetDestroyNpChar(gBoss[0].x + (Random(-60, 60) * 0x200), gBoss[0].y + (Random(-60, 60) * 0x200), 1, 1);
if (gBoss[0].act_wait > 150)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 1002;
SetFlash(gBoss[0].x, gBoss[0].y, 1);
PlaySoundObject(35, 1);
}
break;
case 1002:
SetQuake2(40);
if (++gBoss[0].act_wait == 50)
{
gBoss[0].cond = 0;
gBoss[1].cond = 0;
gBoss[2].cond = 0;
gBoss[3].cond = 0;
gBoss[4].cond = 0;
gBoss[5].cond = 0;
DeleteNpCharCode(350, 1);
DeleteNpCharCode(348, 1);
}
break;
}
if (gBoss[0].act_no > 420 && gBoss[0].act_no < 500)
{
gBoss[3].bits |= 0x20;
gBoss[4].bits |= 0x20;
gBoss[5].bits |= 0x20;
if (++gBoss[0].act_wait > 300)
{
gBoss[0].act_wait = 0;
if (gMC.x > gBoss[0].x)
{
for (int i = 0; i < 8; ++i)
SetNpChar(350, ((Random(-4, 4) + 156) * 0x2000) / 4, (Random(8, 68) * 0x2000) / 4, 0, 0, 0, 0, 0x100);
}
else
{
for (int i = 0; i < 8; ++i)
SetNpChar(350, (Random(-4, 4) * 0x2000) / 4, (Random(8, 68) * 0x2000) / 4, 0, 0, 2, 0, 0x100);
}
}
if (gBoss[0].act_wait == 270 || gBoss[0].act_wait == 280 || gBoss[0].act_wait == 290)
{
SetNpChar(353, gBoss[0].x, gBoss[0].y - 0x6800, 0, 0, 1, 0, 0x100);
PlaySoundObject(39, 1);
for (int i = 0; i < 4; ++i)
SetNpChar(4, gBoss[0].x, gBoss[0].y - 0x6800, 0, 0, 0, 0, 0x100);
}
if (gBoss[0].life > 500)
{
if (Random(0, 10) == 2)
SetNpChar(270, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + (Random(0, 40) * 0x200), 0, 0, 3, 0, 0);
}
else
{
if (Random(0, 4) == 2)
SetNpChar(270, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + (Random(0, 40) * 0x200), 0, 0, 3, 0, 0);
}
}
if (gBoss[0].shock)
{
if ((++flash >> 1) & 1)
gBoss[3].ani_no = 0;
else
gBoss[3].ani_no = 1;
}
else
{
gBoss[3].ani_no = 0;
}
if (gBoss[0].act_no > 420)
gBoss[3].ani_no += 2;
ActBossChar_Eye(&gBoss[1]);
ActBossChar_Eye(&gBoss[2]);
ActBossChar_Body(&gBoss[3]);
ActBossChar_HITAI(&gBoss[4]);
ActBossChar_HARA(&gBoss[5]);
}

3
src/BossBallos.h Normal file
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@ -0,0 +1,3 @@
#pragma once
void ActBossChar_Ballos(void);