Merge pull request #33 from Clownacy/master

More NPCs, added Flash.cpp and BossLife.cpp
This commit is contained in:
Cucky 2019-01-31 12:10:54 -05:00 committed by GitHub
commit c83a879570
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
15 changed files with 1020 additions and 125 deletions

View file

@ -41,6 +41,7 @@ endif
SOURCES = \
ArmsItem \
Back \
BossLife \
BulHit \
Bullet \
Caret \
@ -50,6 +51,7 @@ SOURCES = \
Escape \
Fade \
Flags \
Flash \
Font \
Frame \
Game \

84
src/BossLife.cpp Normal file
View file

@ -0,0 +1,84 @@
#include "BossLife.h"
#include "Draw.h"
#include "NpChar.h"
#include "WindowsWrapper.h"
static struct
{
bool flag;
int *pLife;
int max;
int br;
int count;
} gBL;
void InitBossLife(void)
{
gBL.flag = false;
}
bool StartBossLife(int code_event)
{
for (int i = 0; i < 0x200; ++i)
{
if (gNPC[i].code_event == code_event)
{
gBL.flag = true;
gBL.max = gNPC[i].life;
gBL.br = gNPC[i].life;
gBL.pLife = &gNPC[i].life;
return true;
}
}
return false;
}
bool StartBossLife2(void)
{
// TODO uncomment me when Boss.cpp is done!
// gBL.flag = true;
// gBL.max = gBoss[0].life;
// gBL.br = gBoss[0].life;
// gBL.pLife = &gBoss[0].life;
return true;
}
void PutBossLife(void)
{
RECT rcText = {0, 48, 32, 56};
RECT rcBox1 = {0, 0, 244, 8};
RECT rcBox2 = {0, 16, 244, 24};
RECT rcLife = {0, 24, 0, 32};
RECT rcBr = {0, 32, 232, 40};
if (gBL.flag)
{
if (*gBL.pLife >= 1)
{
rcLife.right = 198 * *gBL.pLife / gBL.max;
if (gBL.br <= *gBL.pLife)
{
gBL.count = 0;
}
else if (++gBL.count > 30)
{
--gBL.br;
}
rcBr.right = 198 * gBL.br / gBL.max;
PutBitmap3(&grcGame, 32, 220, &rcBox1, SURFACE_ID_TEXT_BOX);
PutBitmap3(&grcGame, 32, 228, &rcBox2, SURFACE_ID_TEXT_BOX);
PutBitmap3(&grcGame, 72, 224, &rcBr, SURFACE_ID_TEXT_BOX);
PutBitmap3(&grcGame, 72, 224, &rcLife, SURFACE_ID_TEXT_BOX);
PutBitmap3(&grcGame, 40, 224, &rcText, SURFACE_ID_TEXT_BOX);
}
else
{
gBL.flag = false;
}
}
}

6
src/BossLife.h Normal file
View file

@ -0,0 +1,6 @@
#pragma once
void InitBossLife(void);
bool StartBossLife(int code_event);
bool StartBossLife2(void);
void PutBossLife(void);

153
src/Flash.cpp Normal file
View file

@ -0,0 +1,153 @@
#include "Flash.h"
#include "Draw.h"
#include "WindowsWrapper.h"
static struct
{
int mode;
int act_no;
bool flag;
int cnt;
int width;
int x;
int y;
RECT rect1;
RECT rect2;
} flash;
static unsigned long gFlashColor;
void InitFlash(void)
{
gFlashColor = 0xFEFFFF;
}
void SetFlash(int x, int y, int mode)
{
flash.act_no = 0;
flash.flag = true;
flash.x = x;
flash.y = y;
flash.mode = mode;
flash.cnt = 0;
flash.width = 0;
}
void ActFlash_Explosion(int flx, int fly)
{
if (flash.act_no == 0)
{
flash.cnt += 0x200;
flash.width += flash.cnt;
int right = (flash.x - flx - flash.width) / 0x200;
int left = (flash.y - fly - flash.width) / 0x200;
int top = (flash.width + flash.x - flx) / 0x200;
int bottom = (flash.width + flash.y - fly) / 0x200;
if (right < 0)
right = 0;
if (left < 0)
left = 0;
if (top > 320)
top = 320;
if (bottom > 240)
bottom = 240;
flash.rect1.left = right;
flash.rect1.right = top;
flash.rect1.top = 0;
flash.rect1.bottom = 240;
flash.rect2.left = 0;
flash.rect2.right = 320;
flash.rect2.top = left;
flash.rect2.bottom = bottom;
if (flash.width > 0xA0000)
{
flash.act_no = 1;
flash.cnt = 0;
flash.width = 0x1E000;
}
}
else if (flash.act_no == 1)
{
flash.width -= flash.width / 8;
if ((flash.width / 0x100) == 0)
flash.flag = false;
int top = (flash.y - fly - flash.width) / 0x200;
if (top < 0)
top = 0;
int bottom = (flash.width + flash.y - fly) / 0x200;
if (bottom > 240)
bottom = 240;
flash.rect1.left = 0;
flash.rect1.right = 0;
flash.rect1.top = 0;
flash.rect1.bottom = 0;
flash.rect2.top = top;
flash.rect2.bottom = bottom;
flash.rect2.left = 0;
flash.rect2.right = 320;
}
}
void ActFlash_Flash(void)
{
++flash.cnt;
flash.rect1.left = 0;
flash.rect1.right = 0;
flash.rect1.top = 0;
flash.rect1.bottom = 0;
if (flash.cnt / 2 % 2)
{
flash.rect2.top = 0;
flash.rect2.bottom = 240;
flash.rect2.left = 0;
flash.rect2.right = 320;
}
else
{
flash.rect2.left = 0;
flash.rect2.right = 0;
flash.rect2.top = 0;
flash.rect2.bottom = 0;
}
if (flash.cnt > 20)
flash.flag = false;
}
void ActFlash(int flx, int fly)
{
if (flash.flag)
{
if (flash.mode == 1)
ActFlash_Explosion(flx, fly);
else if (flash.mode == 2)
ActFlash_Flash();
}
}
void PutFlash(void)
{
if (flash.flag)
{
CortBox(&flash.rect1, gFlashColor);
CortBox(&flash.rect2, gFlashColor);
}
}
void ResetFlash(void)
{
flash.flag = false;
}

9
src/Flash.h Normal file
View file

@ -0,0 +1,9 @@
#pragma once
void InitFlash(void);
void SetFlash(int x, int y, int mode);
void ActFlash_Explosion(int flx, int fly);
void ActFlash_Flash(void);
void ActFlash(int flx, int fly);
void PutFlash(void);
void ResetFlash(void);

View file

@ -36,6 +36,8 @@
#include "ValueView.h"
#include "Draw.h"
#include "Ending.h"
#include "Flash.h"
#include "BossLife.h"
int g_GameFlags;
int gCounter;
@ -101,8 +103,8 @@ int ModeOpening()
InitCaret();
//InitStar();
InitFade();
//InitFlash();
//InitBossLife();
InitFlash();
InitBossLife();
ChangeMusic(0);
TransferStage(72, 100, 3, 3);
SetFrameTargetMyChar(16);
@ -434,13 +436,13 @@ int ModeAction()
InitCaret();
//InitStar();
InitFade();
//InitFlash();
InitFlash();
ClearArmsData();
ClearItemData();
//ClearPermitStage();
//StartMapping();
InitFlags();
//InitBossLife();
InitBossLife();
if ((bContinue && LoadProfile(NULL)) || InitializeGame())
{
@ -485,7 +487,7 @@ int ModeAction()
ActBullet();
ActCaret();
MoveFrame3();
//ActFlash(frame_x, frame_y);
ActFlash(frame_x, frame_y);
if (g_GameFlags & 2)
AnimationMyChar(true);
@ -513,10 +515,10 @@ int ModeAction()
PutMapDataVector(frame_x, frame_y);
PutStage_Front(frame_x, frame_y);
PutFront(frame_x, frame_y);
//PutFlash();
PutFlash();
PutCaret(frame_x, frame_y);
PutValueView(frame_x, frame_y);
//PutBossLife();
PutBossLife();
PutFade();
if (!(g_GameFlags & 4))

View file

@ -38,6 +38,7 @@ void ActNpc037(NPCHAR *npc);
void ActNpc038(NPCHAR *npc);
void ActNpc039(NPCHAR *npc);
void ActNpc041(NPCHAR *npc);
void ActNpc042(NPCHAR *npc);
void ActNpc043(NPCHAR *npc);
@ -51,7 +52,9 @@ void ActNpc062(NPCHAR *npc);
void ActNpc063(NPCHAR *npc);
void ActNpc064(NPCHAR *npc);
void ActNpc065(NPCHAR *npc);
void ActNpc066(NPCHAR *npc);
void ActNpc067(NPCHAR *npc);
void ActNpc068(NPCHAR *npc);
void ActNpc069(NPCHAR *npc);
void ActNpc070(NPCHAR *npc);
void ActNpc071(NPCHAR *npc);
@ -91,4 +94,6 @@ void ActNpc298(NPCHAR *npc);
void ActNpc299(NPCHAR *npc);
void ActNpc300(NPCHAR *npc);
void ActNpc355(NPCHAR *npc);
void ActNpc359(NPCHAR *npc);

View file

@ -10,6 +10,8 @@
#include "Frame.h"
#include "Back.h"
#include "Triangle.h"
#include "Frame.h"
#include "Map.h"
//Null
void ActNpc000(NPCHAR *npc)
@ -807,19 +809,20 @@ void ActNpc008(NPCHAR *npc)
//Balrog (cutscene)
void ActNpc012(NPCHAR *npc)
{
int x, y;
switch (npc->act_no)
{
case 0:
if (npc->direct == 4)
{
if (npc->x <= gMC.x)
npc->direct = 2;
else
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 1;
npc->ani_no = 0;
// Fallthrough
case 1:
if (Random(0, 100) == 0)
{
@ -827,168 +830,215 @@ void ActNpc012(NPCHAR *npc)
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 2:
if (++npc->act_wait > 16)
{
npc->act_no = 1;
npc->ani_no = 0;
}
break;
case 10:
if (npc->direct == 4)
{
if (npc->x <= gMC.x)
npc->direct = 2;
else
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 11;
npc->ani_no = 2;
npc->act_wait = 0;
npc->tgt_x = 0;
// Fallthrough
case 11:
if ( ++npc->act_wait > 30 )
if (++npc->act_wait > 30)
{
npc->act_no = 12;
npc->act_wait = 0;
npc->ani_no = 3;
npc->ym = -0x800;
npc->bits |= npc_ignoreSolid;
npc->bits |= 8;
}
break;
case 12:
if (npc->flag & 5)
npc->xm = 0;
if (npc->y < 0)
{
npc->code_char = 0;
PlaySoundObject(26, 1);
SetQuake(30);
}
break;
case 20:
if (npc->direct == 4)
{
if (npc->x <= gMC.x)
npc->direct = 2;
else
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 21;
npc->ani_no = 5;
npc->act_wait = 0;
npc->count1 = 0;
for (int i = 0; i < 4; i++)
SetNpChar(4, npc->x + (Random(-12, 12) << 9), npc->y + (Random(-12, 12) << 9), Random(-0x155, 0x155), Random(-0x600, 0), 0, 0, 0x100);
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);
PlaySoundObject(72, 1);
// Fallthrough
case 21:
npc->tgt_x = 1;
if (npc->flag & 8)
++npc->act_wait;
if (++npc->count1 / 2 & 1)
if (++npc->count1 / 2 % 2)
npc->x += 0x200;
else
npc->x -= 0x200;
if (npc->act_wait > 100)
{
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 2;
}
npc->ym += 0x20;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
break;
case 30:
npc->ani_no = 4;
if (++npc->act_wait > 100)
{
npc->act_no = 0;
npc->ani_no = 0;
}
break;
case 40:
if (npc->direct == 4)
{
if (npc->x <= gMC.x)
npc->direct = 2;
else
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 41;
npc->act_wait = 0;
npc->ani_no = 5;
// Fallthrough
case 41:
if (++npc->ani_wait / 2 & 1)
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 5;
else
npc->ani_no = 6;
break;
case 42:
if (npc->direct == 4)
{
if (npc->x <= gMC.x)
npc->direct = 2;
else
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
}
npc->act_no = 43;
npc->act_wait = 0;
npc->ani_no = 6;
// Fallthrough
case 43:
if (++npc->ani_wait / 2 & 1)
if (++npc->ani_wait / 2 % 2)
npc->ani_no = 7;
else
npc->ani_no = 6;
break;
case 50:
npc->ani_no = 8;
npc->xm = 0;
break;
case 60:
npc->act_no = 61;
npc->ani_no = 9;
npc->ani_wait = 0;
// Fallthrough
case 61:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
if (++npc->ani_no == 10 || npc->ani_no == 11)
PlaySoundObject(23, 1);
}
if (npc->ani_no > 12)
npc->ani_no = 9;
if (npc->direct)
npc->xm = 0x200;
else
if (npc->direct == 0)
npc->xm = -0x200;
else
npc->xm = 0x200;
break;
case 70:
npc->act_no = 71;
npc->act_wait = 64;
PlaySoundObject(29, 1);
npc->ani_no = 13;
// Fallthrough
case 71:
if (!--npc->act_wait)
if (--npc->act_wait == 0)
npc->cond = 0;
break;
case 80:
npc->count1 = 0;
npc->act_no = 81;
// Fallthrough
case 81:
if (++npc->count1 / 2 & 1)
if (++npc->count1 / 2 % 2)
npc->x += 0x200;
else
npc->x -= 0x200;
npc->ani_no = 5;
npc->xm = 0;
npc->ym += 32;
npc->ym += 0x20;
break;
case 100:
npc->act_no = 101;
npc->act_wait = 0;
npc->ani_no = 2;
// Fallthrough
case 101:
if (++npc->act_wait > 20)
{
@ -996,44 +1046,50 @@ void ActNpc012(NPCHAR *npc)
npc->act_wait = 0;
npc->ani_no = 3;
npc->ym = -0x800;
npc->bits |= npc_ignoreSolid;
npc->bits |= 8;
DeleteNpCharCode(150, 0);
DeleteNpCharCode(117, 0);
SetNpChar(355, 0, 0, 0, 0, 0, npc, 0x100);
SetNpChar(355, 0, 0, 0, 0, 1, npc, 0x100);
}
break;
case 102:
x = npc->x / 0x2000;
y = npc->y / 0x2000;
if (y >= 0 && y <= 34 && ChangeMapParts(x, y, 0))
{
int x = npc->x / 0x200 / 0x10;
int y = npc->y / 0x200 / 0x10;
if (y >= 0 && y < 35 && ChangeMapParts(x, y, 0))
{
ChangeMapParts(x - 1, y, 0);
ChangeMapParts(x + 1, y, 0);
PlaySoundObject(44, 1);
SetQuake2(10);
}
if (npc->y < -0x4000)
{
npc->code_char = 0;
SetQuake(30);
}
break;
default:
break;
}
}
if (npc->tgt_x && !Random(0, 10))
SetNpChar(4, npc->x + (Random(-12, 12) << 9), npc->y + (Random(-12, 12) << 9), Random(-0x155, 0x155), Random(-0x600, 0), 0, 0, 0x100);
if (npc->tgt_x && Random(0, 10) == 0)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[14];
RECT rect_right[14];
rect_left[0] = {0, 0, 40, 24};
rect_left[1] = {160, 0, 200, 24};
rect_left[2] = {80, 0, 120, 24};
@ -1048,7 +1104,7 @@ void ActNpc012(NPCHAR *npc)
rect_left[11] = {40, 48, 80, 72};
rect_left[12] = {0, 0, 40, 24};
rect_left[13] = {280, 0, 320, 24};
rect_right[0] = {0, 24, 40, 48};
rect_right[1] = {160, 24, 200, 48};
rect_right[2] = {80, 24, 120, 48};
@ -1063,16 +1119,17 @@ void ActNpc012(NPCHAR *npc)
rect_right[11] = {40, 72, 80, 96};
rect_right[12] = {0, 24, 40, 48};
rect_right[13] = {280, 24, 320, 48};
if (npc->direct)
npc->rect = rect_right[npc->ani_no];
else
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
if (npc->act_no == 71)
{
npc->rect.bottom = npc->act_wait / 2 + npc->rect.top;
if (npc->act_wait & 1)
npc->rect.bottom = npc->rect.top + npc->act_wait / 2;
if (npc->act_wait % 2)
++npc->rect.left;
}
}
@ -1296,14 +1353,15 @@ void ActNpc018(NPCHAR *npc)
}
}
//Balrog (burst)
// Balrog (burst)
void ActNpc019(NPCHAR *npc)
{
switch ( npc->act_no )
switch (npc->act_no)
{
case 0:
for (int i = 0; i < 16; i++)
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
for (int i = 0; i < 0x10; ++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->y += 0x1400;
npc->act_no = 1;
npc->ani_no = 3;
@ -1311,8 +1369,10 @@ void ActNpc019(NPCHAR *npc)
PlaySoundObject(12, 1);
PlaySoundObject(26, 1);
SetQuake(30);
// Fallthrough
case 1:
npc->ym += 0x10;
if (npc->ym > 0 && npc->flag & 8)
{
npc->act_no = 2;
@ -1321,15 +1381,19 @@ void ActNpc019(NPCHAR *npc)
PlaySoundObject(26, 1);
SetQuake(30);
}
break;
case 2:
if (++npc->act_wait > 16)
if (++npc->act_wait > 0x10)
{
npc->act_no = 3;
npc->ani_no = 0;
npc->ani_wait = 0;
}
break;
case 3:
if (Random(0, 100) == 0)
{
@ -1337,38 +1401,42 @@ void ActNpc019(NPCHAR *npc)
npc->act_wait = 0;
npc->ani_no = 1;
}
break;
case 4:
if (++npc->act_wait > 16)
if (++npc->act_wait > 0x10)
{
npc->act_no = 3;
npc->ani_no = 0;
}
break;
default:
break;
}
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[4];
RECT rect_right[4];
rect_left[0] = {0, 0, 40, 24};
rect_left[1] = {160, 0, 200, 24};
rect_left[2] = {80, 0, 120, 24};
rect_left[3] = {120, 0, 160, 24};
rect_right[0] = {0, 24, 40, 48};
rect_right[1] = {160, 24, 200, 48};
rect_right[2] = {80, 24, 120, 48};
rect_right[3] = {120, 24, 160, 48};
if (npc->direct)
npc->rect = rect_right[npc->ani_no];
else
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}

View file

@ -9,7 +9,23 @@
#include "Back.h"
#include "Triangle.h"
// Sue
//Busted Door
void ActNpc041(NPCHAR *npc)
{
RECT rect[1];
rect[0] = {0, 80, 48, 112};
if (npc->act_no == 0)
{
++npc->act_no;
npc->y -= 0x2000; // Move a tile up
}
npc->rect = rect[0];
}
//Sue
void ActNpc042(NPCHAR *npc)
{
RECT rcLeft[13];

View file

@ -10,6 +10,9 @@
#include "Triangle.h"
#include "Map.h"
#include "CommonDefines.h"
#include "Frame.h"
#include "MycParam.h"
#include "Flash.h"
//Toroko
void ActNpc060(NPCHAR *npc)
@ -484,131 +487,137 @@ void ActNpc062(NPCHAR *npc)
//Toroko with stick
void ActNpc063(NPCHAR *npc)
{
RECT rcLeft[8];
RECT rcRight[6];
RECT rcLeft[6];
rcLeft[0] = {64, 64, 80, 80};
rcLeft[1] = {80, 64, 96, 80};
rcLeft[2] = {64, 64, 80, 80};
rcLeft[3] = {96, 64, 112, 80};
rcLeft[4] = {112, 64, 128, 80};
rcLeft[5] = {128, 64, 144, 80};
rcLeft[5] = {128, 64, 144, 80};
rcRight[0] = {64, 80, 80, 96};
rcRight[1] = {80, 80, 96, 96};
rcRight[2] = {64, 80, 80, 96};
rcRight[3] = {96, 80, 112, 96};
rcRight[4] = {112, 80, 128, 96};
rcRight[5] = {128, 80, 144, 96};
switch ( npc->act_no )
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = 0;
npc->ani_wait = 0;
npc->ym = -1024;
npc->ym = -0x400;
// Fallthrough
case 1:
if (npc->ym > 0)
npc->bits &= ~npc_ignoreSolid;
npc->bits &= ~8;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
if (npc->direct)
npc->xm = 0x100;
else
if (npc->direct == 0)
npc->xm = -0x100;
if (npc->act_wait != 0 && npc->flag & 8)
else
npc->xm = 0x100;
if (npc->act_wait++ && npc->flag & 8)
npc->act_no = 2;
npc->act_wait++;
break;
case 2:
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 0;
npc->ani_wait = 0;
// Fallthrough
case 3:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
if (++npc->act_wait > 50)
{
npc->act_wait = 40;
npc->xm = -npc->xm;
if (npc->direct)
npc->direct = 0;
else
if (npc->direct == 0)
npc->direct = 2;
else
npc->direct = 0;
}
if (npc->act_wait > 35)
npc->bits |= npc_shootable;
if (npc->direct)
npc->xm += 0x40;
else
npc->bits |= 0x20;
if (npc->direct == 0)
npc->xm -= 0x40;
else
npc->xm += 0x40;
if (npc->shock)
{
npc->act_no = 4;
npc->ani_no = 4;
npc->ym = -0x400;
npc->bits &= ~npc_shootable;
npc->bits &= ~0x20;
npc->damage = 0;
}
break;
case 4:
if (npc->direct)
npc->xm = 0x100;
else
if (npc->direct == 0)
npc->xm = -0x100;
if (npc->act_wait != 0 && npc->flag & 8)
else
npc->xm = 0x100;
if (npc->act_wait++ && npc->flag & 8)
{
npc->act_no = 5;
npc->bits |= npc_interact;
npc->bits |= 0x2000;
}
npc->act_wait++;
break;
case 5:
npc->xm = 0;
npc->ani_no = 5;
break;
default:
break;
}
npc->ym += 0x40;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->direct)
npc->rect = rcRight[npc->ani_no];
else
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//First Cave Critter
@ -790,6 +799,475 @@ void ActNpc065(NPCHAR *npc)
npc->rect = rect_right[npc->ani_no];
}
//Misery bubble
void ActNpc066(NPCHAR *npc)
{
RECT rect[4];
rect[0] = {32, 192, 56, 216};
rect[1] = {56, 192, 80, 216};
rect[2] = {32, 216, 56, 240};
rect[3] = {56, 216, 80, 240};
switch (npc->act_no)
{
case 0:
for (int a = 0; a < 0x200; ++a)
{
if (gNPC[a].code_event == 1000)
{
npc->tgt_x = gNPC[a].x;
npc->tgt_y = gNPC[a].y;
npc->count1 = a;
unsigned char deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
npc->xm = 2 * GetCos(deg);
npc->ym = 2 * GetSin(deg);
npc->act_no = 1;
break;
}
}
// Fallthrough
case 1:
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->tgt_x > npc->x - 0x600 && npc->tgt_x < npc->x + 0x600 && npc->tgt_y > npc->y - 0x600 && npc->tgt_y < npc->y + 0x600)
{
npc->act_no = 2;
npc->ani_no = 2;
gNPC[npc->count1].cond = 0;
PlaySoundObject(21, 1);
}
break;
case 2:
npc->xm -= 0x20;
npc->ym -= 0x20;
if (npc->xm < -0x5FF)
npc->xm = -0x5FF;
if (npc->ym < -0x5FF)
npc->ym = -0x5FF;
if (npc->y < -0x1000)
npc->cond = 0;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 2;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rect[npc->ani_no];
}
//Misery (floating)
void ActNpc067(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
npc->ani_no = 0;
PlaySoundObject(29, 1);
// Fallthrough
case 1:
npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
if (++npc->act_wait == 0x20)
npc->act_no = 10;
break;
case 10:
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 0;
npc->ym = 0x200;
// Fallthrough
case 11:
if (npc->tgt_y < npc->y)
npc->ym -= 0x10;
if (npc->tgt_y > npc->y)
npc->ym += 0x10;
if (npc->ym > 0x100)
npc->ym = 0x100;
if (npc->ym < -0x100)
npc->ym = -0x100;
break;
case 13:
npc->ani_no = 1;
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
if (npc->flag & 8)
{
PlaySoundObject(23, 1);
npc->ym = 0;
npc->act_no = 14;
npc->bits |= 8;
npc->ani_no = 2;
}
break;
case 15:
npc->act_no = 16;
npc->act_wait = 0;
npc->ani_no = 4;
// Fallthrough
case 16:
if (++npc->act_wait == 30)
{
PlaySoundObject(21, 1);
SetNpChar(66, npc->x, npc->y - 0x2000, 0, 0, 0, npc, 0);
}
if (npc->act_wait == 50)
npc->act_no = 14;
break;
case 20:
npc->act_no = 21;
npc->ani_no = 0;
npc->ym = 0;
npc->bits |= 8;
// Fallthrough
case 21:
npc->ym -= 0x20;
if (npc->y < -0x1000)
npc->cond = 0;
break;
case 25:
npc->act_no = 26;
npc->act_wait = 0;
npc->ani_no = 5;
npc->ani_wait = 0;
// Fallthrough
case 26:
if (++npc->ani_no > 7)
npc->ani_no = 5;
if (++npc->act_wait == 30)
{
PlaySoundObject(101, 1);
SetFlash(0, 0, 2);
npc->act_no = 27;
npc->ani_no = 7;
}
break;
case 27:
if (++npc->act_wait == 50)
npc->act_no = 14;
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
RECT rcLeft[8];
RECT rcRight[8];
rcLeft[0] = {80, 0, 96, 16};
rcLeft[1] = {96, 0, 112, 16};
rcLeft[2] = {112, 0, 128, 16};
rcLeft[3] = {128, 0, 144, 16};
rcLeft[4] = {144, 0, 160, 16};
rcLeft[5] = {160, 0, 176, 16};
rcLeft[6] = {176, 0, 192, 16};
rcLeft[7] = {144, 0, 160, 16};
rcRight[0] = {80, 16, 96, 32};
rcRight[1] = {96, 16, 112, 32};
rcRight[2] = {112, 16, 128, 32};
rcRight[3] = {128, 16, 144, 32};
rcRight[4] = {144, 16, 160, 32};
rcRight[5] = {160, 16, 176, 32};
rcRight[6] = {176, 16, 192, 32};
rcRight[7] = {144, 16, 160, 32};
if (npc->act_no == 11)
{
if (npc->ani_wait)
{
--npc->ani_wait;
npc->ani_no = 1;
}
else
{
if (Random(0, 100) == 1)
npc->ani_wait = 30;
npc->ani_no = 0;
}
}
if (npc->act_no == 14)
{
if (npc->ani_wait)
{
--npc->ani_wait;
npc->ani_no = 3;
}
else
{
if (Random(0, 100) == 1)
npc->ani_wait = 30;
npc->ani_no = 2;
}
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
if (npc->act_no == 1 && npc->ani_wait < 32)
npc->rect.bottom = ++npc->ani_wait / 2 + npc->rect.bottom - 16;
}
//Balrog (running)
void ActNpc068(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->ani_no = 0;
npc->act_wait = 30;
if (gMC.x < npc->x)
npc->direct = 0;
else
npc->direct = 2;
// Fallthrough
case 1:
if (--npc->act_wait == 0)
{
npc->act_no = 2;
++npc->count1;
}
break;
case 2:
npc->act_no = 3;
npc->act_wait = 0;
npc->ani_no = 1;
npc->ani_wait = 0;
// Fallthrough
case 3:
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
if (++npc->ani_no == 2 || npc->ani_no == 4)
PlaySoundObject(23, 1);
}
if (npc->ani_no > 4)
npc->ani_no = 1;
if (npc->direct == 0)
npc->xm -= 0x10;
else
npc->xm += 0x10;
if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
{
npc->act_no = 10;
npc->ani_no = 5;
gMC.cond |= 2;
DamageMyChar(2);
}
else
{
++npc->act_wait;
if (npc->flag & 5 || npc->act_wait > 75)
{
npc->act_no = 9;
npc->ani_no = 0;
}
else if ((npc->count1 % 3) == 0 && npc->act_wait > 25)
{
npc->act_no = 4;
npc->ani_no = 7;
npc->ym = -0x400;
}
}
break;
case 4:
if (npc->flag & 8)
{
npc->act_no = 9;
npc->ani_no = 8;
SetQuake(30);
PlaySoundObject(26, 1);
}
if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
{
npc->act_no = 10;
npc->ani_no = 5;
gMC.cond |= 2;
DamageMyChar(2);
}
break;
case 9:
npc->xm = 4 * npc->xm / 5;
if (npc->xm == 0)
npc->act_no = 0;
break;
case 10:
gMC.x = npc->x;
gMC.y = npc->y;
npc->xm = 4 * npc->xm / 5;
if (npc->xm == 0)
{
npc->act_no = 11;
npc->act_wait = 0;
npc->ani_no = 5;
npc->ani_wait = 0;
}
break;
case 11:
gMC.x = npc->x;
gMC.y = npc->y;
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 5;
if (++npc->act_wait > 100)
npc->act_no = 20;
break;
case 20:
PlaySoundObject(25, 1);
gMC.cond &= ~2;
if (npc->direct == 0)
{
gMC.x += 0x800;
gMC.y -= 0x1000;
gMC.xm = 0x5FF;
gMC.ym = -0x200u;
gMC.direct = 2;
npc->direct = 2;
}
else
{
gMC.x -= 0x800;
gMC.y -= 0x1000;
gMC.xm = -0x5FFu;
gMC.ym = -0x200u;
gMC.direct = 0;
npc->direct = 0;
}
npc->act_no = 21;
npc->act_wait = 0;
npc->ani_no = 7;
// Fallthrough
case 21:
if (++npc->act_wait >= 50)
npc->act_no = 0;
break;
}
npc->ym += 0x20;
if (npc->xm < -0x400)
npc->xm = -0x400;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
RECT rect_left[9];
RECT rect_right[9];
rect_left[0] = {0, 0, 40, 24};
rect_left[1] = {0, 48, 40, 72};
rect_left[2] = {0, 0, 40, 24};
rect_left[3] = {40, 48, 80, 72};
rect_left[4] = {0, 0, 40, 24};
rect_left[5] = {80, 48, 120, 72};
rect_left[6] = {120, 48, 160, 72};
rect_left[7] = {120, 0, 160, 24};
rect_left[8] = {80, 0, 120, 24};
rect_right[0] = {0, 24, 40, 48};
rect_right[1] = {0, 72, 40, 96};
rect_right[2] = {0, 24, 40, 48};
rect_right[3] = {40, 72, 80, 96};
rect_right[4] = {0, 24, 40, 48};
rect_right[5] = {80, 72, 120, 96};
rect_right[6] = {120, 72, 160, 96};
rect_right[7] = {120, 24, 160, 48};
rect_right[8] = {80, 24, 120, 48};
if (npc->direct == 0)
npc->rect = rect_left[npc->ani_no];
else
npc->rect = rect_right[npc->ani_no];
}
//Sparkle
void ActNpc069(NPCHAR *npc)
{

View file

@ -10,6 +10,53 @@
#include "Back.h"
#include "Triangle.h"
//Quote and Curly on Balrog's back
void ActNpc355(NPCHAR *npc)
{
RECT rc[4];
rc[0] = {80, 16, 96, 32};
rc[1] = {80, 96, 96, 112};
rc[2] = {128, 16, 144, 32};
rc[3] = {208, 96, 224, 112};
if (npc->act_no == 0)
{
switch (npc->direct)
{
case 0:
npc->surf = 16;
npc->ani_no = 0;
npc->x = npc->pNpc->x - 0x1C00;
npc->y = npc->pNpc->y + 0x1400;
break;
case 1:
npc->surf = 23;
npc->ani_no = 1;
npc->x = npc->pNpc->x + 0x1C00;
npc->y = npc->pNpc->y + 0x1400;
break;
case 2:
npc->surf = 16;
npc->ani_no = 2;
npc->x = npc->pNpc->x - 0xE00;
npc->y = npc->pNpc->y - 0x2600;
break;
case 3:
npc->surf = 23;
npc->ani_no = 3;
npc->x = npc->pNpc->x + 0x800;
npc->y = npc->pNpc->y - 0x2600;
break;
}
}
npc->rect = rc[npc->ani_no];
}
//Water droplet generator
void ActNpc359(NPCHAR *npc)
{

View file

@ -97,7 +97,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc038,
ActNpc039,
nullptr,
nullptr,
ActNpc041,
ActNpc042,
ActNpc043,
nullptr,
@ -122,9 +122,9 @@ NPCFUNCTION gpNpcFuncTbl[361] =
ActNpc063,
ActNpc064,
ActNpc065,
nullptr,
nullptr,
nullptr,
ActNpc066,
ActNpc067,
ActNpc068,
ActNpc069,
ActNpc070,
ActNpc071,
@ -411,7 +411,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
nullptr,
nullptr,
nullptr,
nullptr,
ActNpc355,
nullptr,
nullptr,
nullptr,

View file

@ -14,6 +14,7 @@
#include "ValueView.h"
#include "Stage.h"
#include "Game.h"
#include "BossLife.h"
const char *gDefaultName = "Profile.dat";
const char *gProfileCode = "Do041220";
@ -130,7 +131,7 @@ bool LoadProfile(char *name)
ClearFade();
SetFrameMyChar();
SetFrameTargetMyChar(16);
//InitBossLife();
InitBossLife();
CutNoise();
//InitStar();
ClearValueView();
@ -154,7 +155,7 @@ bool InitializeGame()
ClearFade();
SetFrameMyChar();
SetFrameTargetMyChar(16);
//InitBossLife();
InitBossLife();
CutNoise();
ClearValueView();
//gCurlyShoot_wait = 0;

View file

@ -18,6 +18,7 @@
#include "ValueView.h"
#include "Back.h"
#include "Stage.h"
#include "Flash.h"
#ifdef JAPANESE
#define STAGE_ENTRY(parts, map, bkType, back, npc, boss, boss_no, name_en, name_jp) {parts, map, bkType, back, npc, boss, boss_no, name_jp}
@ -195,7 +196,7 @@ bool TransferStage(int no, int w, int x, int y)
ClearValueView();
ResetQuake();
//InitBossChar(gTMT[no].boss_no);
//ResetFlash();
ResetFlash();
gStageNo = no;
return true;
}

View file

@ -22,6 +22,8 @@
#include "Sound.h"
#include "Organya.h"
#include "Game.h"
#include "Map.h"
#include "BossLife.h"
#define IS_COMMAND(c1, c2, c3) gTS.data[gTS.p_read + 1] == c1 && gTS.data[gTS.p_read + 2] == c2 && gTS.data[gTS.p_read + 3] == c3
@ -847,6 +849,16 @@ int TextScriptProc()
else
gTS.p_read += 13;
}
else if (IS_COMMAND('I','T','J'))
{
x = GetTextScriptNo(gTS.p_read + 4);
z = GetTextScriptNo(gTS.p_read + 9);
if (CheckItem(x))
JumpTextScript(z);
else
gTS.p_read += 13;
}
else if (IS_COMMAND('S','S','S'))
{
x = GetTextScriptNo(gTS.p_read + 4);
@ -999,6 +1011,17 @@ int TextScriptProc()
ChangeMapParts(x, y, z);
gTS.p_read += 18;
}
else if (IS_COMMAND('B','S','L'))
{
z = GetTextScriptNo(gTS.p_read + 4);
if (z)
StartBossLife(z);
else
StartBossLife2();
gTS.p_read += 8;
}
else if (IS_COMMAND('M','Y','D'))
{
z = GetTextScriptNo(gTS.p_read + 4);