diff --git a/Makefile b/Makefile index ddeef95b..4e6b2edc 100644 --- a/Makefile +++ b/Makefile @@ -41,6 +41,7 @@ endif SOURCES = \ ArmsItem \ Back \ + BossLife \ BulHit \ Bullet \ Caret \ @@ -50,6 +51,7 @@ SOURCES = \ Escape \ Fade \ Flags \ + Flash \ Font \ Frame \ Game \ diff --git a/src/BossLife.cpp b/src/BossLife.cpp new file mode 100644 index 00000000..bfd51765 --- /dev/null +++ b/src/BossLife.cpp @@ -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; + } + } +} diff --git a/src/BossLife.h b/src/BossLife.h new file mode 100644 index 00000000..77d4404f --- /dev/null +++ b/src/BossLife.h @@ -0,0 +1,6 @@ +#pragma once + +void InitBossLife(void); +bool StartBossLife(int code_event); +bool StartBossLife2(void); +void PutBossLife(void); diff --git a/src/Flash.cpp b/src/Flash.cpp new file mode 100644 index 00000000..bf930c49 --- /dev/null +++ b/src/Flash.cpp @@ -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; +} diff --git a/src/Flash.h b/src/Flash.h new file mode 100644 index 00000000..bbd99eaf --- /dev/null +++ b/src/Flash.h @@ -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); diff --git a/src/Game.cpp b/src/Game.cpp index d5c22e0b..1b117843 100644 --- a/src/Game.cpp +++ b/src/Game.cpp @@ -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)) diff --git a/src/NpcAct.h b/src/NpcAct.h index b037ea09..4e7472b5 100644 --- a/src/NpcAct.h +++ b/src/NpcAct.h @@ -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); diff --git a/src/NpcAct000.cpp b/src/NpcAct000.cpp index fd4d26be..c4e670a9 100644 --- a/src/NpcAct000.cpp +++ b/src/NpcAct000.cpp @@ -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]; } diff --git a/src/NpcAct040.cpp b/src/NpcAct040.cpp index 2a29ebd0..1063602b 100644 --- a/src/NpcAct040.cpp +++ b/src/NpcAct040.cpp @@ -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]; diff --git a/src/NpcAct060.cpp b/src/NpcAct060.cpp index 386f6680..a8cca143 100644 --- a/src/NpcAct060.cpp +++ b/src/NpcAct060.cpp @@ -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) { diff --git a/src/NpcAct340.cpp b/src/NpcAct340.cpp index c608752b..f8b56294 100644 --- a/src/NpcAct340.cpp +++ b/src/NpcAct340.cpp @@ -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) { diff --git a/src/NpcTbl.cpp b/src/NpcTbl.cpp index 110bdfba..de822259 100644 --- a/src/NpcTbl.cpp +++ b/src/NpcTbl.cpp @@ -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, diff --git a/src/Profile.cpp b/src/Profile.cpp index d9465a35..e2a7d63e 100644 --- a/src/Profile.cpp +++ b/src/Profile.cpp @@ -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; diff --git a/src/Stage.cpp b/src/Stage.cpp index 7a46970c..e595c4c6 100644 --- a/src/Stage.cpp +++ b/src/Stage.cpp @@ -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; } diff --git a/src/TextScr.cpp b/src/TextScr.cpp index 66c916db..afa9d909 100644 --- a/src/TextScr.cpp +++ b/src/TextScr.cpp @@ -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);