commit
d96d6cc752
9 changed files with 2383 additions and 24 deletions
11
Makefile
11
Makefile
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@ -1,21 +1,23 @@
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ifeq ($(RELEASE), 1)
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CXXFLAGS := -O3 -s
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FILENAME ?= release
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FILENAME_DEF = release
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else
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CXXFLAGS := -O0 -g
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FILENAME ?= debug
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FILENAME_DEF = debug
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endif
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ifeq ($(JAPANESE), 1)
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CXXFLAGS += -DJAPANESE
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LIBS += -liconv
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ifeq ($(RELEASE), 1)
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FILENAME ?= releasejp
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FILENAME_DEF = releasejp
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else
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FILENAME ?= debugjp
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FILENAME_DEF = debugjp
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endif
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endif
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FILENAME ?= $(FILENAME_DEF)
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ifeq ($(FIX_BUGS), 1)
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CXXFLAGS += -DFIX_BUGS
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endif
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@ -42,6 +44,7 @@ SOURCES = \
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Back \
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Boss \
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BossAlmo1 \
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BossAlmo2 \
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BossFrog \
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BossIronH \
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BossLife \
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@ -5,6 +5,7 @@
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#include "Boss.h"
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#include "BossAlmo1.h"
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#include "BossAlmo2.h"
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#include "BossFrog.h"
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#include "BossIronH.h"
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#include "BossOhm.h"
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@ -196,7 +197,7 @@ BOSSFUNCTION gpBossFuncTbl[10] =
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ActBossChar_Core,
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ActBossChar_Ironhead,
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ActBossChar_Twin,
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nullptr, //ActBossChar_Undead,
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ActBossChar_Undead,
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nullptr, //ActBossChar_Press,
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nullptr, //ActBossChar_Ballos
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};
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737
src/BossAlmo2.cpp
Normal file
737
src/BossAlmo2.cpp
Normal file
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@ -0,0 +1,737 @@
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#include "BossAlmo2.h"
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#include "Boss.h"
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#include "Flash.h"
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#include "Frame.h"
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#include "Game.h"
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#include "Map.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 ActBossCharA_Head(NPCHAR *npc)
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{
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RECT rect[4];
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rect[0] = {0, 0, 72, 112};
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rect[1] = {0, 112, 72, 224};
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rect[2] = {160, 0, 232, 112};
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rect[3] = {0, 0, 0, 0};
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switch (npc->act_no)
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{
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case 10:
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npc->act_no = 11;
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npc->ani_no = 2;
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npc->bits = 8;
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npc->view.front = 0x4800;
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npc->view.top = 0x7000;
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// Fallthrough
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case 11:
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npc->x = gBoss[0].x - 0x4800;
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npc->y = gBoss[0].y;
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break;
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case 50:
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npc->act_no = 51;
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npc->act_wait = 112;
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// Fallthrough
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case 51:
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if (--npc->act_wait == 0)
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{
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npc->act_no = 100;
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npc->ani_no = 3;
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}
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break;
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case 100:
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npc->ani_no = 3;
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break;
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}
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npc->rect = rect[npc->ani_no];
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if (npc->act_no == 51)
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npc->rect.bottom = npc->act_wait + npc->rect.top;
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}
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static void ActBossCharA_Tail(NPCHAR *npc)
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{
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RECT rect[3];
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rect[0] = {72, 0, 160, 112};
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rect[1] = {72, 112, 160, 224};
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rect[2] = {0, 0, 0, 0};
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switch (npc->act_no)
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{
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case 10:
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npc->act_no = 11;
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npc->ani_no = 0;
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npc->bits = 8;
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npc->view.front = 0x5800;
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npc->view.top = 0x7000;
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// Fallthrough
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case 11:
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npc->x = gBoss[0].x + 0x5800;
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npc->y = gBoss[0].y;
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break;
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case 50:
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npc->act_no = 51;
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npc->act_wait = 112;
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// Fallthrough
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case 51:
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if (--npc->act_wait == 0)
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{
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npc->act_no = 100;
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npc->ani_no = 2;
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}
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break;
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case 100:
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npc->ani_no = 2;
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break;
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}
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npc->rect = rect[npc->ani_no];
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if (npc->act_no == 51)
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npc->rect.bottom = npc->act_wait + npc->rect.top;
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}
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static void ActBossCharA_Face(NPCHAR *npc)
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{
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RECT rect[5];
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rect[0] = {0, 0, 0, 0};
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rect[1] = {160, 112, 232, 152};
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rect[2] = {160, 152, 232, 192};
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rect[3] = {160, 192, 232, 232};
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rect[4] = {248, 160, 320, 200};
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switch (npc->act_no)
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{
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case 0:
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npc->ani_no = 0;
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break;
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case 10:
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npc->ani_no = 1;
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break;
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case 20:
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npc->ani_no = 2;
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break;
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case 30:
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npc->act_no = 31;
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npc->ani_no = 3;
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npc->act_wait = 100;
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// Fallthrough
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case 31:
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if (++npc->act_wait > 300)
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npc->act_wait = 0;
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if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 1)
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PlaySoundObject(26, 1);
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if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 7)
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{
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SetNpChar(293, npc->x, npc->y, 0, 0, 0, 0, 0x80);
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PlaySoundObject(101, 1);
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}
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if (npc->act_wait == 200)
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PlaySoundObject(116, 1);
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if (npc->act_wait > 200 && npc->act_wait % 2)
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npc->ani_no = 4;
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else
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npc->ani_no = 3;
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break;
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}
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npc->view.back = 0x4800;
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npc->view.front = 0x4800;
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npc->view.top = 0x2800;
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npc->x = gBoss[0].x - 0x4800;
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npc->y = gBoss[0].y + 0x800;
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npc->bits = 8;
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npc->rect = rect[npc->ani_no];
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}
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static void ActBossCharA_Mini(NPCHAR *npc)
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{
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RECT rect[3];
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rect[0] = {256, 0, 320, 40};
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rect[1] = {256, 40, 320, 80};
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rect[2] = {256, 80, 320, 120};
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if (npc->cond)
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{
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npc->life = 1000;
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switch (npc->act_no)
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{
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case 0:
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npc->bits &= ~0x20;
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break;
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case 5:
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npc->ani_no = 0;
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npc->bits &= ~0x20;
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++npc->count2;
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npc->count2 &= 0xFF;
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break;
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case 10:
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npc->ani_no = 0;
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npc->bits &= ~0x20;
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npc->count2 += 2;
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npc->count2 &= 0xFF;
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break;
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case 20:
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npc->ani_no = 1;
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npc->bits &= ~0x20;
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npc->count2 += 2;
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npc->count2 &= 0xFF;
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break;
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case 30:
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npc->ani_no = 0;
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npc->bits &= ~0x20;
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npc->count2 += 4;
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npc->count2 &= 0xFF;
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break;
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case 200:
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npc->act_no = 201;
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npc->ani_no = 2;
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npc->xm = 0;
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npc->ym = 0;
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// Fallthrough
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case 201:
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npc->xm += 0x20;
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npc->x += npc->xm;
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if (npc->x > (gMap.width + 2) * 0x2000)
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npc->cond = 0;
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break;
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}
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if (npc->act_no < 50)
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{
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int deg;
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if (npc->count1)
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deg = npc->count2 + 0x80;
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else
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deg = npc->count2 + 0x180;
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npc->x = npc->pNpc->x + 0x30 * GetCos(deg / 2) - 0x1000;
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npc->y = npc->pNpc->y + 0x50 * GetSin(deg / 2);
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}
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npc->rect = rect[npc->ani_no];
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}
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}
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static void ActBossCharA_Hit(NPCHAR *npc)
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{
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switch (npc->count1)
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{
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case 0:
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npc->x = gBoss[0].x;
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npc->y = gBoss[0].y - 0x4000;
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break;
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case 1:
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npc->x = gBoss[0].x + 0x3800;
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npc->y = gBoss[0].y;
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break;
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case 2:
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npc->x = gBoss[0].x + 0x800;
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npc->y = gBoss[0].y + 0x4000;
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break;
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case 3:
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npc->x = gBoss[0].x - 0x3800;
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npc->y = gBoss[0].y + 0x800;
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break;
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}
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}
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void ActBossChar_Undead(void)
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{
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static int life;
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static unsigned char flash;
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BOOL bShock = FALSE;
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switch (gBoss[0].act_no)
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{
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case 1:
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gBoss[0].act_no = 10;
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gBoss[0].exp = 1;
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gBoss[0].cond = 0x80;
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gBoss[0].bits = 0x800C;
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gBoss[0].life = 700;
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gBoss[0].hit_voice = 114;
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gBoss[0].x = 0x4A000;
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gBoss[0].y = 0xF000;
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gBoss[0].xm = 0;
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gBoss[0].ym = 0;
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gBoss[0].code_event = 1000;
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gBoss[0].bits |= 0x200;
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gBoss[3].cond = 0x80;
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gBoss[3].act_no = 0;
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gBoss[4].cond = 0x80;
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gBoss[4].act_no = 10;
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gBoss[5].cond = 0x80;
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gBoss[5].act_no = 10;
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gBoss[8].cond = 0x80;
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gBoss[8].bits = 8;
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gBoss[8].view.front = 0;
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gBoss[8].view.top = 0;
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gBoss[8].hit.back = 0x5000;
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gBoss[8].hit.top = 0x2000;
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gBoss[8].hit.bottom = 0x2000;
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gBoss[8].count1 = 0;
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gBoss[9] = gBoss[8];
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gBoss[9].hit.back = 0x4800;
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gBoss[9].hit.top = 0x3000;
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gBoss[9].hit.bottom = 0x3000;
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gBoss[9].count1 = 1;
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gBoss[10] = gBoss[8];
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gBoss[10].hit.back = 0x5800;
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gBoss[10].hit.top = 0x1000;
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gBoss[10].hit.bottom = 0x1000;
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gBoss[10].count1 = 2;
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gBoss[11] = gBoss[8];
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gBoss[11].cond |= 0x10;
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gBoss[11].hit.back = 0x2800;
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gBoss[11].hit.top = 0x2800;
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gBoss[11].hit.bottom = 0x2800;
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gBoss[11].count1 = 3;
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gBoss[1].cond = 0x80;
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gBoss[1].act_no = 0;
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gBoss[1].bits = 40;
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gBoss[1].life = 1000;
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gBoss[1].hit_voice = 54;
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gBoss[1].hit.back = 0x3000;
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gBoss[1].hit.top = 0x2000;
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gBoss[1].hit.bottom = 0x2000;
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gBoss[1].view.front = 0x4000;
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gBoss[1].view.top = 0x2800;
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gBoss[1].pNpc = gBoss;
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gBoss[2] = gBoss[1];
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gBoss[2].count2 = 0x80;
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gBoss[6] = gBoss[1];
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gBoss[6].count1 = 1;
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gBoss[7] = gBoss[1];
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gBoss[7].count1 = 1;
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gBoss[7].count2 = 0x80;
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life = gBoss[0].life;
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break;
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case 15:
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gBoss[0].act_no = 16;
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bShock = TRUE;
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gBoss[0].direct = 0;
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gBoss[3].act_no = 10;
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gBoss[4].ani_no = 0;
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break;
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case 20:
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gBoss[0].act_no = 210;
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bShock = TRUE;
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gBoss[0].direct = 0;
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gBoss[1].act_no = 5;
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gBoss[2].act_no = 5;
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gBoss[6].act_no = 5;
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gBoss[7].act_no = 5;
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break;
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case 200:
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gBoss[0].act_no = 201;
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gBoss[0].act_wait = 0;
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gBoss[3].act_no = 0;
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gBoss[4].ani_no = 2;
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gBoss[5].ani_no = 0;
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gBoss[8].bits &= ~4;
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gBoss[9].bits &= ~4;
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gBoss[10].bits &= ~4;
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gBoss[11].bits &= ~0x20;
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gSuperYpos = 0;
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CutNoise();
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bShock = TRUE;
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// Fallthrough
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case 201:
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++gBoss[0].act_wait;
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if ((gBoss[0].direct == 2 || gBoss[0].ani_no > 0 || gBoss[0].life < 200) && gBoss[0].act_wait > 200)
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{
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++gBoss[0].count1;
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PlaySoundObject(115, 1);
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if (gBoss[0].life < 200)
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{
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gBoss[0].act_no = 230;
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}
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else
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{
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if ( gBoss[0].count1 <= 2 )
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gBoss[0].act_no = 210;
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else
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gBoss[0].act_no = 220;
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}
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}
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break;
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case 210:
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gBoss[0].act_no = 211;
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gBoss[0].act_wait = 0;
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gBoss[3].act_no = 10;
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gBoss[8].bits |= 4;
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gBoss[9].bits |= 4;
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gBoss[10].bits |= 4;
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gBoss[11].bits |= 0x20;
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life = gBoss[0].life;
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bShock = TRUE;
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// Fallthrough
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case 211:
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++flash;
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if (gBoss[0].shock && (flash >> 1) & 1)
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{
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gBoss[4].ani_no = 1;
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gBoss[5].ani_no = 1;
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}
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else
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{
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gBoss[4].ani_no = 0;
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gBoss[5].ani_no = 0;
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}
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if (++gBoss[0].act_wait % 100 == 1)
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{
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gCurlyShoot_wait = Random(80, 100);
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gCurlyShoot_x = gBoss[11].x;
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gCurlyShoot_y = gBoss[11].y;
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}
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if (gBoss[0].act_wait < 300)
|
||||
{
|
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if (gBoss[0].act_wait % 120 == 1)
|
||||
SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20);
|
||||
|
||||
if (gBoss[0].act_wait % 120 == 61)
|
||||
SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20);
|
||||
}
|
||||
|
||||
if (gBoss[0].life < life - 50 || gBoss[0].act_wait > 400)
|
||||
gBoss[0].act_no = 200;
|
||||
|
||||
break;
|
||||
|
||||
case 220:
|
||||
gBoss[0].act_no = 221;
|
||||
gBoss[0].act_wait = 0;
|
||||
gBoss[0].count1 = 0;
|
||||
gSuperYpos = 1;
|
||||
gBoss[3].act_no = 20;
|
||||
gBoss[8].bits |= 4;
|
||||
gBoss[9].bits |= 4;
|
||||
gBoss[10].bits |= 4;
|
||||
gBoss[11].bits |= 0x20;
|
||||
SetQuake(100);
|
||||
life = gBoss[0].life;
|
||||
bShock = TRUE;
|
||||
// Fallthrough
|
||||
case 221:
|
||||
if (++gBoss[0].act_wait % 40 == 1)
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
|
||||
switch (Random(0, 3))
|
||||
{
|
||||
case 0:
|
||||
x = gBoss[1].x;
|
||||
y = gBoss[1].y;
|
||||
break;
|
||||
case 1:
|
||||
x = gBoss[2].x;
|
||||
y = gBoss[2].y;
|
||||
break;
|
||||
case 2:
|
||||
x = gBoss[6].x;
|
||||
y = gBoss[6].y;
|
||||
break;
|
||||
case 3:
|
||||
x = gBoss[7].x;
|
||||
y = gBoss[7].y;
|
||||
break;
|
||||
}
|
||||
|
||||
PlaySoundObject(25, 1);
|
||||
SetNpChar(285, x - 0x2000, y, 0, 0, 0, 0, 0x100);
|
||||
SetNpChar(285, x - 0x2000, y, 0, 0, 0x400, 0, 0x100);
|
||||
}
|
||||
|
||||
++flash;
|
||||
|
||||
if (gBoss[0].shock && (flash >> 1) & 1)
|
||||
{
|
||||
gBoss[4].ani_no = 1;
|
||||
gBoss[5].ani_no = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
gBoss[4].ani_no = 0;
|
||||
gBoss[5].ani_no = 0;
|
||||
}
|
||||
|
||||
if (gBoss[0].life < life - 150 || gBoss[0].act_wait > 400 || gBoss[0].life < 200)
|
||||
gBoss[0].act_no = 200;
|
||||
|
||||
break;
|
||||
|
||||
case 230:
|
||||
gBoss[0].act_no = 231;
|
||||
gBoss[0].act_wait = 0;
|
||||
gBoss[3].act_no = 30;
|
||||
gBoss[8].bits |= 4;
|
||||
gBoss[9].bits |= 4;
|
||||
gBoss[10].bits |= 4;
|
||||
gBoss[11].bits |= 0x20;
|
||||
PlaySoundObject(25, 1);
|
||||
SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0, 0, 0x100);
|
||||
SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0x400, 0, 0x100);
|
||||
SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0, 0, 0x100);
|
||||
SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0x400, 0, 0x100);
|
||||
SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0, 0, 0x100);
|
||||
SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0x400, 0, 0x100);
|
||||
life = gBoss[0].life;
|
||||
bShock = TRUE;
|
||||
// Fallthrough
|
||||
case 231:
|
||||
++flash;
|
||||
|
||||
if (gBoss[0].shock && (flash >> 1) & 1)
|
||||
{
|
||||
gBoss[4].ani_no = 1;
|
||||
gBoss[5].ani_no = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
gBoss[4].ani_no = 0;
|
||||
gBoss[5].ani_no = 0;
|
||||
}
|
||||
|
||||
if (++gBoss[0].act_wait % 100 == 1)
|
||||
{
|
||||
gCurlyShoot_wait = Random(80, 100);
|
||||
gCurlyShoot_x = gBoss[11].x;
|
||||
gCurlyShoot_y = gBoss[11].y;
|
||||
}
|
||||
|
||||
if (gBoss[0].act_wait % 120 == 1)
|
||||
SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20);
|
||||
|
||||
if (gBoss[0].act_wait % 120 == 61)
|
||||
SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20);
|
||||
|
||||
break;
|
||||
|
||||
case 500:
|
||||
CutNoise();
|
||||
gBoss[0].act_no = 501;
|
||||
gBoss[0].act_wait = 0;
|
||||
gBoss[0].xm = 0;
|
||||
gBoss[0].ym = 0;
|
||||
gBoss[3].act_no = 0;
|
||||
gBoss[4].ani_no = 2;
|
||||
gBoss[5].ani_no = 0;
|
||||
gBoss[1].act_no = 5;
|
||||
gBoss[2].act_no = 5;
|
||||
gBoss[6].act_no = 5;
|
||||
gBoss[7].act_no = 5;
|
||||
SetQuake(20);
|
||||
|
||||
for (int i = 0; i < 100; ++i)
|
||||
SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0);
|
||||
|
||||
DeleteNpCharCode(282, 1);
|
||||
gBoss[11].bits &= ~0x20;
|
||||
|
||||
for (int i = 0; i < 12; ++i)
|
||||
gBoss[i].bits &= ~4;
|
||||
// Fallthrough
|
||||
case 501:
|
||||
if (++gBoss[0].act_wait & 0xF)
|
||||
SetNpChar(4, gBoss[0].x + (Random(-0x40, 0x40) * 0x200), gBoss[0].y + (Random(-0x20, 0x20) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
|
||||
|
||||
gBoss[0].x += 0x40;
|
||||
gBoss[0].y += 0x80;
|
||||
|
||||
if (gBoss[0].act_wait > 200)
|
||||
{
|
||||
gBoss[0].act_wait = 0;
|
||||
gBoss[0].act_no = 1000;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 1000:
|
||||
SetQuake(100);
|
||||
|
||||
if (++gBoss[0].act_wait % 8 == 0)
|
||||
PlaySoundObject(44, 1);
|
||||
|
||||
SetDestroyNpChar(gBoss[0].x + (Random(-0x48, 0x48) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), 1, 1);
|
||||
|
||||
if (gBoss[0].act_wait > 100)
|
||||
{
|
||||
gBoss[0].act_wait = 0;
|
||||
gBoss[0].act_no = 1001;
|
||||
SetFlash(gBoss[0].x, gBoss[0].y, 1);
|
||||
PlaySoundObject(35, 1);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 1001:
|
||||
SetQuake(40);
|
||||
|
||||
if (++gBoss[0].act_wait > 50)
|
||||
{
|
||||
for (int i = 0; i < 20; ++i)
|
||||
gBoss[i].cond = 0;
|
||||
|
||||
DeleteNpCharCode(158, 1);
|
||||
DeleteNpCharCode(301, 1);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (bShock)
|
||||
{
|
||||
SetQuake(20);
|
||||
|
||||
if (gBoss[0].act_no == 201)
|
||||
{
|
||||
gBoss[7].act_no = 10;
|
||||
gBoss[6].act_no = 10;
|
||||
gBoss[2].act_no = 10;
|
||||
gBoss[1].act_no = 10;
|
||||
}
|
||||
|
||||
if (gBoss[0].act_no == 221)
|
||||
{
|
||||
gBoss[7].act_no = 20;
|
||||
gBoss[6].act_no = 20;
|
||||
gBoss[2].act_no = 20;
|
||||
gBoss[1].act_no = 20;
|
||||
}
|
||||
|
||||
if (gBoss[0].act_no == 231)
|
||||
{
|
||||
gBoss[7].act_no = 30;
|
||||
gBoss[6].act_no = 30;
|
||||
gBoss[2].act_no = 30;
|
||||
gBoss[1].act_no = 30;
|
||||
}
|
||||
|
||||
PlaySoundObject(26, 1);
|
||||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
SetNpChar(4, gBoss[4].x + (Random(-0x20, 0x10) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, 0, 0x100);
|
||||
}
|
||||
|
||||
if (gBoss[0].act_no >= 200 && gBoss[0].act_no < 300)
|
||||
{
|
||||
if (gBoss[0].x < 0x18000)
|
||||
gBoss[0].direct = 2;
|
||||
if (gBoss[0].x > (gMap.width - 4) * 0x2000)
|
||||
gBoss[0].direct = 0;
|
||||
|
||||
if (gBoss[0].direct == 0)
|
||||
gBoss[0].xm -= 4;
|
||||
else
|
||||
gBoss[0].xm += 4;
|
||||
}
|
||||
|
||||
switch (gBoss[0].act_no)
|
||||
{
|
||||
case 201:
|
||||
case 211:
|
||||
case 221:
|
||||
case 231:
|
||||
if (++gBoss[0].count2 == 150)
|
||||
{
|
||||
gBoss[0].count2 = 0;
|
||||
SetNpChar(282, (gMap.width * 0x2000) + 0x40, (Random(-1, 3) + 10) * 0x2000, 0, 0, 0, 0, 0x30);
|
||||
}
|
||||
else if (gBoss[0].count2 == 75)
|
||||
{
|
||||
SetNpChar(282, (gMap.width * 0x2000) + 0x40, (Random(-3, 0) + 3) * 0x2000, 0, 0, 0, 0, 0x30);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (gBoss[0].xm > 0x80)
|
||||
gBoss[0].xm = 0x80;
|
||||
if (gBoss[0].xm < -0x80)
|
||||
gBoss[0].xm = -0x80;
|
||||
|
||||
if (gBoss[0].ym > 0x80)
|
||||
gBoss[0].ym = 0x80;
|
||||
if (gBoss[0].ym < -0x80)
|
||||
gBoss[0].ym = -0x80;
|
||||
|
||||
gBoss[0].x += gBoss[0].xm;
|
||||
gBoss[0].y += gBoss[0].ym;
|
||||
|
||||
ActBossCharA_Face(&gBoss[3]);
|
||||
ActBossCharA_Head(&gBoss[4]);
|
||||
ActBossCharA_Tail(&gBoss[5]);
|
||||
ActBossCharA_Mini(&gBoss[1]);
|
||||
ActBossCharA_Mini(&gBoss[2]);
|
||||
ActBossCharA_Mini(&gBoss[6]);
|
||||
ActBossCharA_Mini(&gBoss[7]);
|
||||
ActBossCharA_Hit(&gBoss[8]);
|
||||
ActBossCharA_Hit(&gBoss[9]);
|
||||
ActBossCharA_Hit(&gBoss[10]);
|
||||
ActBossCharA_Hit(&gBoss[11]);
|
||||
}
|
3
src/BossAlmo2.h
Normal file
3
src/BossAlmo2.h
Normal file
|
@ -0,0 +1,3 @@
|
|||
#pragma once
|
||||
|
||||
void ActBossChar_Undead(void);
|
19
src/NpcAct.h
19
src/NpcAct.h
|
@ -281,16 +281,29 @@ void ActNpc275(NPCHAR *npc);
|
|||
void ActNpc276(NPCHAR *npc);
|
||||
void ActNpc277(NPCHAR *npc);
|
||||
void ActNpc278(NPCHAR *npc);
|
||||
|
||||
void ActNpc279(NPCHAR *npc);
|
||||
void ActNpc280(NPCHAR *npc);
|
||||
void ActNpc281(NPCHAR *npc);
|
||||
void ActNpc282(NPCHAR *npc);
|
||||
void ActNpc283(NPCHAR *npc);
|
||||
void ActNpc284(NPCHAR *npc);
|
||||
void ActNpc285(NPCHAR *npc);
|
||||
void ActNpc286(NPCHAR *npc);
|
||||
void ActNpc287(NPCHAR *npc);
|
||||
void ActNpc288(NPCHAR *npc);
|
||||
void ActNpc289(NPCHAR *npc);
|
||||
void ActNpc290(NPCHAR *npc);
|
||||
void ActNpc291(NPCHAR *npc);
|
||||
void ActNpc292(NPCHAR *npc);
|
||||
|
||||
void ActNpc293(NPCHAR *npc);
|
||||
void ActNpc294(NPCHAR *npc);
|
||||
void ActNpc295(NPCHAR *npc);
|
||||
void ActNpc296(NPCHAR *npc);
|
||||
void ActNpc297(NPCHAR *npc);
|
||||
void ActNpc298(NPCHAR *npc);
|
||||
void ActNpc299(NPCHAR *npc);
|
||||
void ActNpc300(NPCHAR *npc);
|
||||
|
||||
void ActNpc301(NPCHAR *npc);
|
||||
void ActNpc302(NPCHAR *npc);
|
||||
void ActNpc303(NPCHAR *npc);
|
||||
void ActNpc304(NPCHAR *npc);
|
||||
|
|
|
@ -2101,3 +2101,105 @@ void ActNpc278(NPCHAR *npc)
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//Falling block (large)
|
||||
void ActNpc279(NPCHAR *npc)
|
||||
{
|
||||
RECT rc[2];
|
||||
|
||||
rc[0] = {0, 16, 32, 48};
|
||||
rc[1] = {16, 0, 32, 16};
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
switch (npc->direct)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 100;
|
||||
npc->bits |= 4;
|
||||
npc->ani_no = 0;
|
||||
break;
|
||||
case 1:
|
||||
npc->ani_no = 0;
|
||||
npc->act_no = 10;
|
||||
break;
|
||||
case 2:
|
||||
npc->act_no = 100;
|
||||
npc->bits |= 4;
|
||||
npc->ani_no = 1;
|
||||
npc->view.back = 0x1000;
|
||||
npc->view.front = 0x1000;
|
||||
npc->view.top = 0x1000;
|
||||
npc->view.bottom = 0x1000;
|
||||
npc->hit.back = 0x1000;
|
||||
npc->hit.front = 0x1000;
|
||||
npc->hit.top = 0x1000;
|
||||
npc->hit.bottom = 0x1000;
|
||||
break;
|
||||
}
|
||||
|
||||
if (npc->direct != 1)
|
||||
break;
|
||||
// Fallthrough
|
||||
case 10:
|
||||
npc->act_no = 11;
|
||||
npc->act_wait = 16;
|
||||
// Fallthrough
|
||||
case 11:
|
||||
npc->act_wait -= 2;
|
||||
|
||||
if (npc->act_wait <= 0)
|
||||
{
|
||||
npc->act_no = 100;
|
||||
npc->bits |= 4;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 100:
|
||||
npc->ym += 0x40;
|
||||
if (npc->ym > 0x700)
|
||||
npc->ym = 0x700;
|
||||
|
||||
if (npc->y > 0x10000)
|
||||
npc->bits &= ~8;
|
||||
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
npc->ym = -0x200;
|
||||
npc->act_no = 110;
|
||||
npc->bits |= 8;
|
||||
PlaySoundObject(26, 1);
|
||||
SetQuake(10);
|
||||
|
||||
for (int i = 0; i < 4; ++i)
|
||||
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 110:
|
||||
npc->ym += 0x40;
|
||||
|
||||
if (npc->y > (gMap.length + 2) * 0x2000)
|
||||
npc->cond = 0;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (gMC.y > npc->y)
|
||||
npc->damage = 10;
|
||||
else
|
||||
npc->damage = 0;
|
||||
|
||||
npc->y += npc->ym;
|
||||
npc->rect = rc[npc->ani_no];
|
||||
|
||||
if (npc->act_no == 11)
|
||||
{
|
||||
npc->rect.top += npc->act_wait;
|
||||
npc->rect.bottom -= npc->act_wait;
|
||||
npc->view.top = (16 - npc->act_wait) * 0x200;
|
||||
}
|
||||
}
|
||||
|
|
1433
src/NpcAct280.cpp
1433
src/NpcAct280.cpp
File diff suppressed because it is too large
Load diff
|
@ -35,6 +35,73 @@ void ActNpc300(NPCHAR *npc)
|
|||
npc->rect = rc[0];
|
||||
}
|
||||
|
||||
//Fish missile (Misery)
|
||||
void ActNpc301(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[8];
|
||||
|
||||
rect[0] = {144, 0, 160, 16};
|
||||
rect[1] = {160, 0, 176, 16};
|
||||
rect[2] = {176, 0, 192, 16};
|
||||
rect[3] = {192, 0, 208, 16};
|
||||
rect[4] = {144, 16, 160, 32};
|
||||
rect[5] = {160, 16, 176, 32};
|
||||
rect[6] = {176, 16, 192, 32};
|
||||
rect[7] = {192, 16, 208, 32};
|
||||
|
||||
int dir;
|
||||
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
npc->act_no = 1;
|
||||
npc->count1 = npc->direct;
|
||||
// Fallthrough
|
||||
case 1:
|
||||
npc->xm = 2 * GetCos(npc->count1);
|
||||
npc->ym = 2 * GetSin(npc->count1);
|
||||
|
||||
npc->y += npc->ym;
|
||||
npc->x += npc->xm;
|
||||
|
||||
dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
||||
|
||||
if (dir < npc->count1)
|
||||
{
|
||||
if (npc->count1 - dir < 0x80)
|
||||
--npc->count1;
|
||||
else
|
||||
++npc->count1;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (dir - npc->count1 < 0x80)
|
||||
++npc->count1;
|
||||
else
|
||||
--npc->count1;
|
||||
}
|
||||
|
||||
if (npc->count1 > 0xFF)
|
||||
npc->count1 -= 0x100;
|
||||
if (npc->count1 < 0)
|
||||
npc->count1 += 0x100;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (++npc->ani_wait > 2)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
SetCaret(npc->x, npc->y, 7, 4);
|
||||
}
|
||||
|
||||
npc->ani_no = (npc->count1 + 0x10) / 0x20;
|
||||
if (npc->ani_no > 7)
|
||||
npc->ani_no = 7;
|
||||
|
||||
npc->rect = rect[npc->ani_no];
|
||||
}
|
||||
|
||||
//Camera focus marker
|
||||
void ActNpc302(NPCHAR *npc)
|
||||
{
|
||||
|
|
|
@ -335,29 +335,29 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc276,
|
||||
ActNpc277,
|
||||
ActNpc278,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc279,
|
||||
ActNpc280,
|
||||
ActNpc281,
|
||||
ActNpc282,
|
||||
ActNpc283,
|
||||
ActNpc284,
|
||||
ActNpc285,
|
||||
ActNpc286,
|
||||
ActNpc287,
|
||||
ActNpc288,
|
||||
ActNpc289,
|
||||
ActNpc290,
|
||||
ActNpc291,
|
||||
ActNpc292,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc293,
|
||||
ActNpc294,
|
||||
ActNpc295,
|
||||
ActNpc296,
|
||||
ActNpc297,
|
||||
ActNpc298,
|
||||
ActNpc299,
|
||||
ActNpc300,
|
||||
nullptr,
|
||||
ActNpc301,
|
||||
ActNpc302,
|
||||
ActNpc303,
|
||||
ActNpc304,
|
||||
|
|
Loading…
Add table
Reference in a new issue