ref: 2c502f3821a9e5fba7b5bbd910f6b2e719f38ef1
parent: d6da832f889ded238c01c0fde56adcfa153c35d2
parent: b461211fb539286a826ab790985f769a647fc053
author: Cucky <44537737+cuckydev@users.noreply.github.com>
date: Wed Feb 6 11:10:55 EST 2019
Merge pull request #41 from Clownacy/master NPCs and fixes
--- a/Makefile
+++ b/Makefile
@@ -45,6 +45,7 @@
BossFrog \
BossLife \
BossOhm \
+ BossX \
BulHit \
Bullet \
Caret \
@@ -77,11 +78,13 @@
NpcAct100 \
NpcAct120 \
NpcAct140 \
+ NpcAct160 \
NpcAct180 \
NpcAct200 \
NpcAct260 \
NpcAct280 \
NpcAct300 \
+ NpcAct320 \
NpcAct340 \
NpChar \
NpcHit \
--- a/src/ArmsItem.cpp
+++ b/src/ArmsItem.cpp
@@ -267,8 +267,8 @@
int y;
PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, (WINDOW_HEIGHT - 224) / 2, &rcBoxTop, 26);
for (y = 1; y < 18; y++)
- PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, (WINDOW_HEIGHT - 224) / 2 * (y + 1), &rcBoxBody, 26);
- PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, (WINDOW_HEIGHT - 224) / 2 * (y + 1), &rcBoxBottom, 26);
+ PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, ((WINDOW_HEIGHT - 240) / 2) + (8 * (y + 1)), &rcBoxBody, 26);
+ PutBitmap3(&rcView, (WINDOW_WIDTH - 244) / 2, ((WINDOW_HEIGHT - 240) / 2) + (8 * (y + 1)), &rcBoxBottom, 26);
//Move titles
if (gCampTitleY > (WINDOW_HEIGHT - 208) / 2)
@@ -283,9 +283,9 @@
++flash;
if (gCampActive)
- PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, 24, &rcCur1[1], 26);
+ PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[1], 26);
else
- PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, 24, &rcCur1[(flash >> 1) & 1], 26);
+ PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[(flash >> 1) & 1], 26);
//Draw arms
for (int i = 0; i < ARMS_MAX && gArmsData[i].code; i++)
--- a/src/Boss.cpp
+++ b/src/Boss.cpp
@@ -6,6 +6,7 @@
#include "Boss.h"
#include "BossFrog.h"
#include "BossOhm.h"
+#include "BossX.h"
#include "NpChar.h"
#include "MyChar.h"
#include "Sound.h"
@@ -188,7 +189,7 @@
ActBossChar_0,
ActBossChar_Omega,
ActBossChar_Frog,
- nullptr, //ActBossChar_MonstX,
+ ActBossChar_MonstX,
nullptr, //ActBossChar_Core,
nullptr, //ActBossChar_Ironhead,
nullptr, //ActBossChar_Twin,
--- a/src/BossOhm.cpp
+++ b/src/BossOhm.cpp
@@ -51,6 +51,7 @@
{
case 0:
gBoss[i].act_no = 1;
+ // Fallthrough
case 1:
if (i == 3)
gBoss[i].x = gBoss[0].x - 0x2000;
@@ -150,6 +151,7 @@
gBoss[0].act_no = 30;
gBoss[0].act_wait = 0;
gBoss[0].ani_no = 0;
+ // Fallthrough
case 30:
SetQuake(2);
gBoss[0].y -= 0x200;
--- /dev/null
+++ b/src/BossX.cpp
@@ -1,0 +1,851 @@
+#include "BossX.h"
+
+#include "Boss.h"
+#include "Flash.h"
+#include "Frame.h"
+#include "Game.h"
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Sound.h"
+#include "Triangle.h"
+#include "WindowsWrapper.h"
+
+static void ActBossChar03_01(NPCHAR *npc)
+{
+ RECT rcUp[6];
+ RECT rcDown[6];
+
+ rcUp[0] = {0, 0, 72, 32};
+ rcUp[1] = {0, 32, 72, 64};
+ rcUp[2] = {72, 0, 144, 32};
+ rcUp[3] = {144, 0, 216, 32};
+ rcUp[4] = {72, 32, 144, 64};
+ rcUp[5] = {144, 32, 216, 64};
+
+ rcDown[0] = {0, 64, 72, 96};
+ rcDown[1] = {0, 96, 72, 128};
+ rcDown[2] = {72, 64, 144, 96};
+ rcDown[3] = {144, 64, 216, 96};
+ rcDown[4] = {72, 96, 144, 128};
+ rcDown[5] = {144, 96, 216, 128};
+
+ switch (npc->act_no)
+ {
+ case 10:
+ npc->ani_no = 0;
+ npc->bits &= ~0x10;
+ break;
+
+ case 100:
+ npc->bits |= 0x10;
+ npc->act_no = 101;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 101:
+ if (++npc->act_wait > 30)
+ npc->act_no = 102;
+
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if ( npc->ani_no > 3 )
+ npc->ani_no = 2;
+
+ npc->xm -= 0x20;
+ break;
+
+ case 102:
+ npc->bits &= ~0x10;
+ npc->act_no = 103;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 103:
+ ++npc->act_wait;
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ npc->xm -= 0x20;
+ break;
+
+ case 200:
+ npc->bits |= 0x10;
+ npc->bits |= 0x80;
+ npc->act_no = 201;
+ npc->act_wait = 0;
+ npc->ani_no = 4;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 201:
+ if (++npc->act_wait > 30)
+ npc->act_no = 202;
+
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if ( npc->ani_no > 5 )
+ npc->ani_no = 4;
+
+ npc->xm += 0x20;
+ break;
+
+ case 202:
+ npc->bits &= ~0x10;
+ npc->act_no = 203;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 203:
+ ++npc->act_wait;
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ npc->xm += 0x20;
+ break;
+
+ case 300:
+ npc->act_no = 301;
+ npc->ani_no = 4;
+ npc->ani_wait = 0;
+ npc->bits |= 0x10;
+ // Fallthrough
+ case 301:
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 5)
+ npc->ani_no = 4;
+
+ npc->xm += 0x20;
+
+ if (npc->xm > 0)
+ {
+ npc->xm = 0;
+ npc->act_no = 10;
+ }
+
+ break;
+
+ case 400:
+ npc->act_no = 401;
+ npc->ani_no = 2;
+ npc->ani_wait = 0;
+ npc->bits |= 0x10;
+ // Fallthrough
+ case 401:
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 3)
+ npc->ani_no = 2;
+
+ npc->xm -= 0x20;
+
+ if (npc->xm < 0)
+ {
+ npc->xm = 0;
+ npc->act_no = 10;
+ }
+
+ break;
+ }
+
+ if ((npc->act_no == 101 || npc->act_no == 201 || npc->act_no == 301 || npc->act_no == 401) && npc->act_wait % 2 == 1)
+ PlaySoundObject(112, 1);
+
+ if ((npc->act_no == 103 || npc->act_no == 203) && npc->act_wait % 4 == 1)
+ PlaySoundObject(111, 1);
+
+ if (npc->act_no < 100 || gMC.y >= npc->y + 0x800 || gMC.y <= npc->y - 0x800)
+ {
+ npc->damage = 0;
+ npc->bits &= ~0x80;
+ }
+ else
+ {
+ npc->damage = 10;
+ npc->bits |= 0x80;
+ }
+
+ if (npc->xm > 0x400)
+ npc->xm = 0x400;
+ if (npc->xm < -0x400)
+ npc->xm = -0x400;
+
+ npc->x += npc->xm;
+
+ if (npc->direct == 1)
+ npc->rect = rcUp[npc->ani_no];
+ else
+ npc->rect = rcDown[npc->ani_no];
+}
+
+static void ActBossChar03_02(NPCHAR *npc)
+{
+ RECT rect[4];
+
+ rect[0] = {0, 128, 72, 160};
+ rect[1] = {72, 128, 144, 160};
+ rect[2] = {0, 160, 72, 192};
+ rect[3] = {72, 160, 144, 192};
+
+ switch (npc->act_no)
+ {
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = 30 * npc->ani_no + 30;
+ break;
+
+ case 11:
+ if (npc->act_wait)
+ {
+ --npc->act_wait;
+ }
+ else
+ {
+ int x;
+ int y;
+ int direct;
+
+ switch (npc->ani_no)
+ {
+ case 0:
+ direct = 3;
+ x = -0x3C00;
+ y = 0xC00;
+ break;
+ case 1:
+ direct = 2;
+ x = 0x3C00;
+ y = 0xC00;
+ break;
+ case 2:
+ direct = 0;
+ x = -0x3C00;
+ y = -0xC00;
+ break;
+ case 3:
+ direct = 1;
+ x = 0x3C00;
+ y = -0xC00;
+ break;
+ }
+
+ SetNpChar(158, npc->x + x, npc->y + y, 0, 0, direct, 0, 0x100);
+ PlaySoundObject(39, 1);
+ npc->act_wait = 120;
+ }
+
+ break;
+ }
+
+ npc->x = (gBoss[0].x + gBoss[npc->count1].x) / 2;
+ npc->y = (gBoss[0].y + gBoss[npc->count1].y) / 2;
+
+ npc->rect = rect[npc->ani_no];
+}
+
+static void ActBossChar03_03(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 10:
+ npc->tgt_x += 0x200;
+
+ if (npc->tgt_x > 0x4000)
+ {
+ npc->tgt_x = 0x4000;
+ npc->act_no = 0;
+ gBoss[3].act_no = 10;
+ gBoss[4].act_no = 10;
+ gBoss[5].act_no = 10;
+ gBoss[6].act_no = 10;
+ }
+
+ break;
+
+ case 20:
+ npc->tgt_x -= 0x200;
+
+ if (npc->tgt_x < 0)
+ {
+ npc->tgt_x = 0;
+ npc->act_no = 0;
+ gBoss[3].act_no = 0;
+ gBoss[4].act_no = 0;
+ gBoss[5].act_no = 0;
+ gBoss[6].act_no = 0;
+ }
+
+ break;
+
+ case 30:
+ npc->tgt_x += 0x200;
+
+ if (npc->tgt_x > 0x2800)
+ {
+ npc->tgt_x = 0x2800;
+ npc->act_no = 0;
+ gBoss[7].act_no = 10;
+ gBoss[13].act_no = 10;
+ gBoss[14].act_no = 10;
+ gBoss[15].act_no = 10;
+ gBoss[16].act_no = 10;
+ }
+
+ break;
+
+ case 40:
+ npc->tgt_x -= 0x200;
+
+ if (npc->tgt_x < 0)
+ {
+ npc->tgt_x = 0;
+ npc->act_no = 0;
+ gBoss[7].act_no = 0;
+ gBoss[13].act_no = 0;
+ gBoss[14].act_no = 0;
+ gBoss[15].act_no = 0;
+ gBoss[16].act_no = 0;
+ }
+
+ break;
+ }
+
+ RECT rcLeft = {216, 96, 264, 144};
+ RECT rcRight = {264, 96, 312, 144};
+
+ if (npc->direct == 0)
+ {
+ npc->rect = rcLeft;
+ npc->x = gBoss[0].x - npc->tgt_x - 0x3000;
+ npc->y = gBoss[0].y;
+ }
+ else
+ {
+ npc->rect = rcRight;
+ npc->x = gBoss[0].x + npc->tgt_x + 0x3000;
+ npc->y = gBoss[0].y;
+ }
+}
+
+static void ActBossChar03_04(NPCHAR *npc)
+{
+ RECT rect[8];
+
+ rect[0] = {0, 192, 16, 208};
+ rect[1] = {16, 192, 32, 208};
+ rect[2] = {32, 192, 48, 208};
+ rect[3] = {48, 192, 64, 208};
+ rect[4] = {0, 208, 16, 224};
+ rect[5] = {16, 208, 32, 224};
+ rect[6] = {32, 208, 48, 224};
+ rect[7] = {48, 208, 64, 224};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->bits &= ~0x20;
+ npc->ani_no = 0;
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = 10 * npc->tgt_x + 40;
+ npc->bits |= 0x20;
+ // Fallthrough
+ case 11:
+ npc->ani_no = npc->act_wait < 16 && npc->act_wait / 2 % 2;
+
+ if (npc->act_wait)
+ {
+ --npc->act_wait;
+ }
+ else
+ {
+ const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-2, 2);
+ const int ym = 3 * GetSin(deg);
+ const int xm = 3 * GetCos(deg);
+ SetNpChar(156, npc->x, npc->y, xm, ym, 0, 0, 0x100);
+ PlaySoundObject(39, 1);
+ npc->act_wait = 40;
+ }
+
+ break;
+ }
+
+ switch (npc->tgt_x)
+ {
+ case 0:
+ npc->x = gBoss[0].x - 0x2C00;
+ npc->y = gBoss[0].y - 0x2000;
+ break;
+ case 1:
+ npc->x = gBoss[0].x + 0x3800;
+ npc->y = gBoss[0].y - 0x2000;
+ break;
+ case 2:
+ npc->x = gBoss[0].x - 0x1E00;
+ npc->y = gBoss[0].y + 0x1C00;
+ break;
+ case 3:
+ npc->x = gBoss[0].x + 0x2200;
+ npc->y = gBoss[0].y + 0x1C00;
+ break;
+ }
+
+ npc->rect = rect[npc->tgt_x + 4 * npc->ani_no];
+}
+
+static void ActBossChar03_face(NPCHAR *npc)
+{
+ RECT rect[3];
+
+ rect[0] = {216, 0, 320, 48};
+ rect[1] = {216, 48, 320, 96};
+ rect[2] = {216, 144, 320, 192};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ gBoss[0].bits &= ~0x20;
+ npc->ani_no = 0;
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = 10 * npc->tgt_x + 40;
+ gBoss[0].bits |= 0x20;
+ // Fallthrough
+ case 11:
+ if (gBoss[0].shock)
+ {
+ static unsigned char flash;
+
+ if ((flash++ >> 1) & 1)
+ npc->ani_no = 1;
+ else
+ npc->ani_no = 0;
+ }
+ else
+ {
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ gBoss[7].x = gBoss[0].x;
+ gBoss[7].y = gBoss[0].y;
+
+ if (gBoss[0].act_no <= 10)
+ npc->ani_no = 2;
+
+ npc->rect = rect[npc->ani_no];
+}
+
+void ActBossChar_MonstX(void)
+{
+ switch (gBoss[0].act_no)
+ {
+ case 0:
+ gBoss[0].life = 1;
+ gBoss[0].x = -0x28000;
+ break;
+
+ case 1:
+ gBoss[0].life = 700;
+ gBoss[0].exp = 1;
+ gBoss[0].act_no = 1;
+ gBoss[0].x = 0x100000;
+ gBoss[0].y = 102400;
+ gBoss[0].hit_voice = 54;
+ gBoss[0].hit.front = 0x3000;
+ gBoss[0].hit.top = 0x3000;
+ gBoss[0].hit.back = 0x3000;
+ gBoss[0].hit.bottom = 0x3000;
+ gBoss[0].bits = 0x8208;
+ gBoss[0].size = 3;
+ gBoss[0].code_event = 1000;
+ gBoss[0].ani_no = 0;
+ gBoss[1].cond = 0x80;
+ gBoss[1].size = 3;
+ gBoss[1].direct = 0;
+ gBoss[1].view.front = 0x3000;
+ gBoss[1].view.top = 0x3000;
+ gBoss[1].view.back = 0x3000;
+ gBoss[1].view.bottom = 0x3000;
+ gBoss[1].bits = 8;
+ gBoss[2] = gBoss[1];
+ gBoss[2].direct = 2;
+ gBoss[3].cond = 0x80;
+ gBoss[3].life = 60;
+ gBoss[3].hit_voice = 54;
+ gBoss[3].destroy_voice = 71;
+ gBoss[3].size = 2;
+ gBoss[3].view.front = 0x1000;
+ gBoss[3].view.top = 0x1000;
+ gBoss[3].view.back = 0x1000;
+ gBoss[3].view.bottom = 0x1000;
+ gBoss[3].hit.front = 0xA00;
+ gBoss[3].hit.back = 0xA00;
+ gBoss[3].hit.top = 0xA00;
+ gBoss[3].hit.bottom = 0xA00;
+ gBoss[3].bits = 8;
+ gBoss[3].tgt_x = 0;
+ gBoss[4] = gBoss[3];
+ gBoss[4].tgt_x = 1;
+ gBoss[5] = gBoss[3];
+ gBoss[5].tgt_x = 2;
+ gBoss[5].life = 100;
+ gBoss[6] = gBoss[3];
+ gBoss[6].tgt_x = 3;
+ gBoss[6].life = 100;
+ gBoss[7].cond = 0x80;
+ gBoss[7].x = 0x100000;
+ gBoss[7].y = 0x19000;
+ gBoss[7].view.front = 0x6800;
+ gBoss[7].view.top = 0x3000;
+ gBoss[7].view.back = 0x6800;
+ gBoss[7].view.bottom = 0x3000;
+ gBoss[7].hit_voice = 52;
+ gBoss[7].hit.front = 0x1000;
+ gBoss[7].hit.top = 0x3000;
+ gBoss[7].hit.back = 0x1000;
+ gBoss[7].hit.bottom = 0x2000;
+ gBoss[7].bits = 8;
+ gBoss[7].size = 3;
+ gBoss[7].ani_no = 0;
+ gBoss[9].cond = 0x80;
+ gBoss[9].act_no = 0;
+ gBoss[9].direct = 1;
+ gBoss[9].x = 0xF8000;
+ gBoss[9].y = 0x12000;
+ gBoss[9].view.front = 0x4800;
+ gBoss[9].view.top = 0x1000;
+ gBoss[9].view.back = 0x4800;
+ gBoss[9].view.bottom = 0x3000;
+ gBoss[9].hit_voice = 52;
+ gBoss[9].hit.front = 0x3800;
+ gBoss[9].hit.top = 0x1000;
+ gBoss[9].hit.back = 0x3800;
+ gBoss[9].hit.bottom = 0x2000;
+ gBoss[9].bits = 141;
+ gBoss[9].size = 3;
+ gBoss[10] = gBoss[9];
+ gBoss[10].x = 0x108000;
+ gBoss[11] = gBoss[9];
+ gBoss[11].direct = 3;
+ gBoss[11].x = 0xF8000;
+ gBoss[11].y = 0x20000;
+ gBoss[11].view.top = 0x3000;
+ gBoss[11].view.bottom = 0x1000;
+ gBoss[11].hit.top = 0x2000;
+ gBoss[11].hit.bottom = 0x1000;
+ gBoss[12] = gBoss[11];
+ gBoss[12].x = 0x108000;
+ gBoss[13] = gBoss[9];
+ gBoss[13].cond = 0x80;
+ gBoss[13].view.top = 0x2000;
+ gBoss[13].view.bottom = 0x2000;
+ gBoss[13].view.front = 0x3C00;
+ gBoss[13].view.back = 0x5400;
+ gBoss[13].count1 = 9;
+ gBoss[13].ani_no = 0;
+ gBoss[13].bits = 8;
+ gBoss[14] = gBoss[13];
+ gBoss[14].view.front = 0x5400;
+ gBoss[14].view.back = 0x3C00;
+ gBoss[14].count1 = 10;
+ gBoss[14].ani_no = 1;
+ gBoss[14].bits = 8;
+ gBoss[15] = gBoss[13];
+ gBoss[15].view.top = 0x2000;
+ gBoss[15].view.bottom = 0x2000;
+ gBoss[15].count1 = 11;
+ gBoss[15].ani_no = 2;
+ gBoss[15].bits = 8;
+ gBoss[16] = gBoss[15];
+ gBoss[16].view.front = 0x5400;
+ gBoss[16].view.back = 0x3C00;
+ gBoss[16].count1 = 12;
+ gBoss[16].ani_no = 3;
+ gBoss[16].bits = 8;
+ gBoss[0].act_no = 2;
+ break;
+
+ case 10:
+ gBoss[0].act_no = 11;
+ gBoss[0].act_wait = 0;
+ gBoss[0].count1 = 0;
+ // Fallthrough
+ case 11:
+ if (++gBoss[0].act_wait > 100)
+ {
+ gBoss[0].act_wait = 0;
+
+ if (gMC.x < gBoss[0].x)
+ gBoss[0].act_no = 100;
+ else
+ gBoss[0].act_no = 200;
+ }
+
+ break;
+
+ case 100:
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 101;
+ ++gBoss[0].count1;
+ // Fallthrough
+ case 101:
+ if (++gBoss[0].act_wait == 4)
+ gBoss[9].act_no = 100;
+ if (gBoss[0].act_wait == 8)
+ gBoss[10].act_no = 100;
+ if (gBoss[0].act_wait == 10)
+ gBoss[11].act_no = 100;
+ if (gBoss[0].act_wait == 12)
+ gBoss[12].act_no = 100;
+ if (gBoss[0].act_wait > 120 && gBoss[0].count1 > 2)
+ gBoss[0].act_no = 300;
+ if (gBoss[0].act_wait > 121 && gMC.x > gBoss[0].x)
+ gBoss[0].act_no = 200;
+
+ break;
+
+ case 200:
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 201;
+ ++gBoss[0].count1;
+ // Fallthrough
+ case 201:
+ if (++gBoss[0].act_wait == 4)
+ gBoss[9].act_no = 200;
+ if (gBoss[0].act_wait == 8)
+ gBoss[10].act_no = 200;
+ if (gBoss[0].act_wait == 10)
+ gBoss[11].act_no = 200;
+ if (gBoss[0].act_wait == 12)
+ gBoss[12].act_no = 200;
+ if (gBoss[0].act_wait > 120 && gBoss[0].count1 > 2)
+ gBoss[0].act_no = 400;
+ if (gBoss[0].act_wait > 121 && gMC.x < gBoss[0].x)
+ gBoss[0].act_no = 100;
+
+ break;
+
+ case 300:
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 301;
+ // Fallthrough
+ case 301:
+ if (++gBoss[0].act_wait == 4)
+ gBoss[9].act_no = 300;
+ if (gBoss[0].act_wait == 8)
+ gBoss[10].act_no = 300;
+ if (gBoss[0].act_wait == 10)
+ gBoss[11].act_no = 300;
+ if (gBoss[0].act_wait == 12)
+ gBoss[12].act_no = 300;
+ if (gBoss[0].act_wait > 50)
+ {
+ if (gBoss[3].cond || gBoss[4].cond || gBoss[5].cond || gBoss[6].cond)
+ gBoss[0].act_no = 500;
+ else
+ gBoss[0].act_no = 600;
+ }
+ break;
+
+ case 400:
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 401;
+ // Fallthrough
+ case 401:
+ if (++gBoss[0].act_wait == 4)
+ gBoss[9].act_no = 400;
+ if (gBoss[0].act_wait == 8)
+ gBoss[10].act_no = 400;
+ if (gBoss[0].act_wait == 10)
+ gBoss[11].act_no = 400;
+ if (gBoss[0].act_wait == 12)
+ gBoss[12].act_no = 400;
+ if (gBoss[0].act_wait > 50)
+ {
+ if (gBoss[3].cond || gBoss[4].cond || gBoss[5].cond || gBoss[6].cond)
+ gBoss[0].act_no = 500;
+ else
+ gBoss[0].act_no = 600;
+ }
+
+ break;
+
+ case 500:
+ gBoss[0].act_no = 501;
+ gBoss[0].act_wait = 0;
+ gBoss[1].act_no = 10;
+ gBoss[2].act_no = 10;
+ // Fallthrough
+ case 501:
+ if (++gBoss[0].act_wait > 300)
+ {
+ gBoss[0].act_no = 502;
+ gBoss[0].act_wait = 0;
+ }
+
+ if (gBoss[3].cond == 0 && gBoss[4].cond == 0 && gBoss[5].cond == 0 && gBoss[6].cond == 0)
+ {
+ gBoss[0].act_no = 502;
+ gBoss[0].act_wait = 0;
+ }
+
+ break;
+
+ case 502:
+ gBoss[0].act_no = 503;
+ gBoss[0].act_wait = 0;
+ gBoss[0].count1 = 0;
+ gBoss[1].act_no = 20;
+ gBoss[2].act_no = 20;
+ // Fallthrough
+ case 503:
+ if (++gBoss[0].act_wait > 50)
+ {
+ if (gMC.x < gBoss[0].x)
+ gBoss[0].act_no = 100;
+ else
+ gBoss[0].act_no = 200;
+ }
+
+ break;
+
+ case 600:
+ gBoss[0].act_no = 601;
+ gBoss[0].act_wait = 0;
+ gBoss[0].count2 = gBoss[0].life;
+ gBoss[1].act_no = 30;
+ gBoss[2].act_no = 30;
+ // Fallthrough
+ case 601:
+ ++gBoss[0].act_wait;
+
+ if (gBoss[0].life < gBoss[0].count2 - 200 || gBoss[0].act_wait > 300)
+ {
+ gBoss[0].act_no = 602;
+ gBoss[0].act_wait = 0;
+ }
+
+ break;
+
+ case 602:
+ gBoss[0].act_no = 603;
+ gBoss[0].act_wait = 0;
+ gBoss[0].count1 = 0;
+ gBoss[1].act_no = 40;
+ gBoss[2].act_no = 40;
+ break;
+
+ case 603:
+ if (++gBoss[0].act_wait > 50)
+ {
+ if (gMC.x < gBoss[0].x)
+ gBoss[0].act_no = 100;
+ else
+ gBoss[0].act_no = 200;
+ }
+
+ break;
+
+ case 1000:
+ SetQuake(2);
+
+ if (++gBoss[0].act_wait % 8 == 0)
+ PlaySoundObject(52, 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);
+ SetNpChar(159, gBoss[0].x, gBoss[0].y - 0x3000, 0, 0, 0, 0, 0);
+ }
+
+ break;
+ }
+
+ ActBossChar03_01(&gBoss[9]);
+ ActBossChar03_01(&gBoss[10]);
+ ActBossChar03_01(&gBoss[11]);
+ ActBossChar03_01(&gBoss[12]);
+ gBoss[0].x += ((gBoss[11].x + gBoss[10].x + gBoss[9].x + gBoss[12].x) / 4 - gBoss[0].x) / 16;
+ ActBossChar03_face(&gBoss[7]);
+ ActBossChar03_02(&gBoss[13]);
+ ActBossChar03_02(&gBoss[14]);
+ ActBossChar03_02(&gBoss[15]);
+ ActBossChar03_02(&gBoss[16]);
+ ActBossChar03_03(&gBoss[1]);
+ ActBossChar03_03(&gBoss[2]);
+
+ if (gBoss[3].cond)
+ ActBossChar03_04(&gBoss[3]);
+ if (gBoss[4].cond)
+ ActBossChar03_04(&gBoss[4]);
+ if (gBoss[5].cond)
+ ActBossChar03_04(&gBoss[5]);
+ if (gBoss[6].cond)
+ ActBossChar03_04(&gBoss[6]);
+
+ if (gBoss[0].life == 0 && gBoss[0].act_no < 1000)
+ {
+ gBoss[0].act_no = 1000;
+ gBoss[0].act_wait = 0;
+ gBoss[0].shock = 0x96;
+ gBoss[9].act_no = 300;
+ gBoss[10].act_no = 300;
+ gBoss[11].act_no = 300;
+ gBoss[12].act_no = 300;
+ }
+}
\ No newline at end of file
--- /dev/null
+++ b/src/BossX.h
@@ -1,0 +1,3 @@
+#pragma once
+
+void ActBossChar_MonstX(void);
--- a/src/Bullet.cpp
+++ b/src/Bullet.cpp
@@ -915,7 +915,7 @@
}
PlaySoundObject(44, 1);
-
+ // Fallthrough
case 1:
if (level == 1)
{
--- a/src/Caret.cpp
+++ b/src/Caret.cpp
@@ -17,7 +17,7 @@
void ActCaret00(CARET *crt)
{
- ;
+ (void)crt;
}
void ActCaret01(CARET *crt)
--- a/src/CommonDefines.h
+++ b/src/CommonDefines.h
@@ -1,5 +1,5 @@
#pragma once
#define PATH_LENGTH 260 //Pixel had the path size locked to 260 (dangerously low), if you tried to open the executable in a path with more than around 220 characters, it'd crash.
-#define WINDOW_WIDTH 320
-#define WINDOW_HEIGHT 240
+#define WINDOW_WIDTH ((320*16)/9)
+#define WINDOW_HEIGHT 320
--- a/src/Draw.cpp
+++ b/src/Draw.cpp
@@ -145,9 +145,9 @@
unsigned char (*src_pixels)[surf[surf_no].surface->pitch / 4][4] = (unsigned char (*)[surf[surf_no].surface->pitch/ 4][4])surf[surf_no].surface->pixels;
unsigned char (*dst_pixels)[pitch / 4][4] = (unsigned char (*)[pitch/ 4][4])raw_pixels;
- for (unsigned int h = 0; h < surf[surf_no].surface->h; ++h)
+ for (int h = 0; h < surf[surf_no].surface->h; ++h)
{
- for (unsigned int w = 0; w < surf[surf_no].surface->w; ++w)
+ for (int w = 0; w < surf[surf_no].surface->w; ++w)
{
dst_pixels[h][w][0] = src_pixels[h][w][0];
dst_pixels[h][w][1] = src_pixels[h][w][1];
--- a/src/Escape.cpp
+++ b/src/Escape.cpp
@@ -10,7 +10,7 @@
{
RECT rc = {0, 128, 208, 144};
- while (Flip_SystemTask())
+ while (1)
{
//Get pressed keys
GetTrg();
@@ -35,9 +35,14 @@
CortBox(&grcFull, 0x000000);
PutBitmap3(&grcFull, (WINDOW_WIDTH - 208) / 2, (WINDOW_HEIGHT - 16) / 2, &rc, 26);
PutFramePerSecound();
+
+ if (!Flip_SystemTask())
+ {
+ //Quit if window is closed
+ gKeyTrg = 0;
+ return 0;
+ }
}
- //Quit if window is closed
- gKeyTrg = 0;
return 0;
}
--- a/src/Font.cpp
+++ b/src/Font.cpp
@@ -58,7 +58,7 @@
case 3:
case 4:
length = zero_bit;
- charcode = string[0] & (1 << (8 - zero_bit)) - 1;
+ charcode = (string[0] & (1 << (8 - zero_bit))) - 1;
for (unsigned int i = 1; i < zero_bit; ++i)
{
@@ -230,7 +230,7 @@
const int letter_x = x + pen_x + face->glyph->bitmap_left;
const int letter_y = y + ((FT_MulFix(face->ascender, face->size->metrics.y_scale) - face->glyph->metrics.horiBearingY + (64 / 2)) / 64);
- for (int iy = MAX(-letter_y, 0); letter_y + iy < MIN(letter_y + converted.rows, surface->h); ++iy)
+ for (int iy = MAX(-letter_y, 0); letter_y + iy < MIN(letter_y + converted.rows, (unsigned int)surface->h); ++iy)
{
if (face->glyph->bitmap.pixel_mode == FT_PIXEL_MODE_LCD)
{
--- a/src/Frame.cpp
+++ b/src/Frame.cpp
@@ -6,6 +6,7 @@
#include "NpChar.h"
#include "Game.h"
#include "CommonDefines.h"
+#include "Boss.h"
FRAME gFrame;
@@ -148,8 +149,8 @@
void SetFrameTargetBoss(int no, int wait)
{
- //gFrame.tgt_x = &gBoss[no].x;
- //gFrame.tgt_y = &gBoss[no].y;
+ gFrame.tgt_x = &gBoss[no].x;
+ gFrame.tgt_y = &gBoss[no].y;
gFrame.wait = wait;
}
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -92,7 +92,7 @@
}
//Draw digit
- if ( bZero && offset == 2 || sw != 0 || offset == 3 )
+ if ((bZero && offset == 2) || sw != 0 || offset == 3 )
PutBitmap3(&rcClient, x + 8 * offset, y, &rect[a], SURFACE_ID_TEXT_BOX);
//Go to next digit
@@ -119,7 +119,7 @@
CutNoise();
- int wait = 0;
+ unsigned int wait = 0;
while (wait < 500)
{
//Increase timer
@@ -295,7 +295,7 @@
gMC.equip |= 0x100;
//Start loop
- int wait = 0;
+ unsigned int wait = 0;
while (true)
{
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -149,12 +149,37 @@
void ActNpc144(NPCHAR *npc);
void ActNpc145(NPCHAR *npc);
void ActNpc146(NPCHAR *npc);
-
+void ActNpc147(NPCHAR *npc);
+void ActNpc148(NPCHAR *npc);
+void ActNpc149(NPCHAR *npc);
void ActNpc150(NPCHAR *npc);
void ActNpc151(NPCHAR *npc);
+void ActNpc153(NPCHAR *npc);
+void ActNpc154(NPCHAR *npc);
+void ActNpc155(NPCHAR *npc);
+void ActNpc156(NPCHAR *npc);
+void ActNpc157(NPCHAR *npc);
+void ActNpc158(NPCHAR *npc);
+void ActNpc159(NPCHAR *npc);
+void ActNpc160(NPCHAR *npc);
+void ActNpc161(NPCHAR *npc);
+void ActNpc162(NPCHAR *npc);
+void ActNpc163(NPCHAR *npc);
+void ActNpc164(NPCHAR *npc);
+void ActNpc165(NPCHAR *npc);
+void ActNpc166(NPCHAR *npc);
+void ActNpc167(NPCHAR *npc);
+void ActNpc168(NPCHAR *npc);
+void ActNpc169(NPCHAR *npc);
+void ActNpc170(NPCHAR *npc);
+
+void ActNpc173(NPCHAR *npc);
+void ActNpc174(NPCHAR *npc);
+
void ActNpc192(NPCHAR *npc);
void ActNpc193(NPCHAR *npc);
+void ActNpc194(NPCHAR *npc);
void ActNpc199(NPCHAR *npc);
@@ -171,6 +196,8 @@
void ActNpc300(NPCHAR *npc);
void ActNpc302(NPCHAR *npc);
+
+void ActNpc334(NPCHAR *npc);
void ActNpc355(NPCHAR *npc);
--- a/src/NpcAct000.cpp
+++ b/src/NpcAct000.cpp
@@ -414,7 +414,7 @@
case 0: //Init
npc->y += 0x600;
npc->act_no = 1;
-
+ // Fallthrough
case 1: //Waiting
//Look at player
if (npc->x <= gMC.x)
--- a/src/NpcAct020.cpp
+++ b/src/NpcAct020.cpp
@@ -52,7 +52,7 @@
break;
}
- RECT rect[0];
+ RECT rect[1];
rect[0] = {224, 40, 240, 48};
--- a/src/NpcAct040.cpp
+++ b/src/NpcAct040.cpp
@@ -39,6 +39,7 @@
npc->act_no = 1;
npc->ani_no = 0;
npc->ani_wait = 0;
+ // Fallthrough
case 1:
if (Random(0, 120) == 10)
{
@@ -65,6 +66,7 @@
npc->act_no = 4;
npc->ani_no = 2;
npc->ani_wait = 0;
+ // Fallthrough
case 4:
if (++npc->ani_wait > 4)
{
--- a/src/NpcAct060.cpp
+++ b/src/NpcAct060.cpp
@@ -639,7 +639,7 @@
case 0: //Init
npc->y += 0x600;
npc->act_no = 1;
-
+ // Fallthrough
case 1: //Waiting
//Look at player
if (npc->x <= gMC.x)
--- a/src/NpcAct140.cpp
+++ b/src/NpcAct140.cpp
@@ -12,6 +12,7 @@
#include "Frame.h"
#include "Flash.h"
#include "Bullet.h"
+#include "CommonDefines.h"
//Toroko (frenzied)
void ActNpc140(NPCHAR *npc)
@@ -746,6 +747,338 @@
npc->rect = rect[npc->ani_no];
}
+//Critter (purple)
+void ActNpc147(NPCHAR *npc)
+{
+ RECT rcLeft[6];
+ RECT rcRight[6];
+
+ rcLeft[0] = {0, 96, 16, 112};
+ rcLeft[1] = {16, 96, 32, 112};
+ rcLeft[2] = {32, 96, 48, 112};
+ rcLeft[3] = {48, 96, 64, 112};
+ rcLeft[4] = {64, 96, 80, 112};
+ rcLeft[5] = {80, 96, 96, 112};
+
+ rcRight[0] = {0, 112, 16, 128};
+ rcRight[1] = {16, 112, 32, 128};
+ rcRight[2] = {32, 112, 48, 128};
+ rcRight[3] = {48, 112, 64, 128};
+ rcRight[4] = {64, 112, 80, 128};
+ rcRight[5] = {80, 112, 96, 128};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->y += 0x600;
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (npc->act_wait >= 8 && gMC.x > npc->x - 0xC000 && gMC.x < npc->x + 0xC000 && gMC.y > npc->y - 0xC000 && gMC.y < npc->y + 0x4000)
+ {
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ npc->ani_no = 1;
+ }
+ else
+ {
+ if (npc->act_wait < 8)
+ ++npc->act_wait;
+
+ npc->ani_no = 0;
+ }
+
+ if (npc->shock)
+ {
+ npc->act_no = 2;
+ npc->ani_no = 0;
+ npc->act_wait = 0;
+ }
+
+ if (npc->act_wait >= 8 && gMC.x > npc->x - 0x6000 && gMC.x < npc->x + 0x6000 && gMC.y > npc->y - 0xC000 && gMC.y < npc->y + 0x4000)
+ {
+ npc->act_no = 2;
+ npc->ani_no = 0;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 3;
+ npc->ani_no = 2;
+ npc->ym = -0x5FF;
+ PlaySoundObject(30, 1);
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+
+ break;
+
+ case 3:
+ if (npc->ym > 0x100)
+ {
+ npc->tgt_y = npc->y;
+ npc->act_no = 4;
+ npc->ani_no = 3;
+ npc->act_wait = 0;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 4:
+ if (gMC.x > npc->x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+
+ ++npc->act_wait;
+
+ if (npc->flag & 7 || npc->act_wait > 60)
+ {
+ npc->damage = 3;
+ npc->act_no = 5;
+ npc->ani_no = 2;
+ }
+ else
+ {
+ if (npc->act_wait % 4 == 1)
+ PlaySoundObject(109, 1);
+
+ if (npc->flag & 8)
+ npc->ym = -0x200;
+
+ if (npc->act_wait % 30 == 6)
+ {
+ const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
+ const int ym = 3 * GetSin(deg);
+ const int xm = 3 * GetCos(deg);
+ SetNpChar(148, npc->x, npc->y, xm, ym, 0, 0, 0x100);
+ PlaySoundObject(39, 1);
+ }
+
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 5)
+ npc->ani_no = 3;
+ }
+
+ break;
+
+ case 5:
+ if (npc->flag & 8)
+ {
+ npc->damage = 2;
+ npc->xm = 0;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ npc->act_no = 1;
+ PlaySoundObject(23, 1);
+ }
+
+ break;
+ }
+
+ if (npc->act_no == 4)
+ {
+ if (npc->tgt_y < npc->y)
+ npc->ym -= 0x10;
+ else
+ npc->ym += 0x10;
+
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+
+ if (npc->xm > 0x200)
+ npc->xm = 0x200;
+ if (npc->xm < -0x200)
+ npc->xm = -0x200;
+ }
+ else
+ {
+ npc->ym += 0x20;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+ }
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Purple Critter's projectile
+void ActNpc148(NPCHAR *npc)
+{
+ if (npc->flag & 0xFF)
+ {
+ SetCaret(npc->x, npc->y, 2, 0);
+ npc->cond = 0;
+ }
+
+ npc->y += npc->ym;
+ npc->x += npc->xm;
+
+ RECT rect_left[2];
+
+ rect_left[0] = {96, 96, 104, 104};
+ rect_left[1] = {104, 96, 112, 104};
+
+ if (++npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ npc->rect = rect_left[npc->ani_no];
+
+ if (++npc->count1 > 300)
+ {
+ SetCaret(npc->x, npc->y, 2, 0);
+ npc->cond = 0;
+ }
+}
+
+//Moving block (horizontal)
+void ActNpc149(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->x += 0x1000;
+ npc->y += 0x1000;
+
+ if (npc->direct == 0)
+ npc->act_no = 10;
+ else
+ npc->act_no = 20;
+
+ npc->xm = 0;
+ npc->ym = 0;
+
+ npc->bits |= 0x40;
+ break;
+
+ case 10:
+ npc->bits &= ~0x80;
+ npc->damage = 0;
+
+ if (gMC.x < npc->x + 0x3200 && gMC.x > npc->x - 0x32000 && gMC.y < npc->y + 0x3200 && gMC.y > npc->y - 0x3200)
+ {
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 11:
+ if (++npc->act_wait % 10 == 6)
+ PlaySoundObject(107, 1);
+
+ if (npc->flag & 1)
+ {
+ npc->xm = 0;
+ npc->direct = 2;
+ npc->act_no = 20;
+ SetQuake(10);
+ PlaySoundObject(26, 1);
+
+ for (int i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x - 0x2000, npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ }
+ else
+ {
+ if (gMC.flag & 1)
+ {
+ npc->bits |= 0x80;
+ npc->damage = 100;
+ }
+ else
+ {
+ npc->bits &= ~0x80;
+ npc->damage = 0;
+ }
+
+ npc->xm -= 0x20;
+ }
+
+ break;
+
+ case 20:
+ npc->bits &= ~0x80;
+ npc->damage = 0;
+
+ if (gMC.x > npc->x - 0x3200 && gMC.x < npc->x + 0x32000 && gMC.y < npc->y + 0x3200 && gMC.y > npc->y - 0x3200)
+ {
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 21:
+ if (++npc->act_wait % 10 == 6)
+ PlaySoundObject(107, 1);
+
+ if (npc->flag & 4)
+ {
+ npc->xm = 0;
+ npc->direct = 0;
+ npc->act_no = 10;
+ SetQuake(10);
+ PlaySoundObject(26, 1);
+
+ for (int i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x + 0x2000, npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ }
+ else
+ {
+ if (gMC.flag & 4)
+ {
+ npc->bits |= 0x80;
+ npc->damage = 100;
+ }
+ else
+ {
+ npc->bits &= ~0x80;
+ npc->damage = 0;
+ }
+
+ npc->xm += 0x20;
+ }
+
+ break;
+ }
+
+ if (npc->xm > 0x200)
+ npc->xm = 0x200;
+ if (npc->xm < -0x200)
+ npc->xm = -0x200;
+
+ npc->x += npc->xm;
+
+ RECT rect[1];
+
+ rect[0] = {16, 0, 48, 32};
+
+ npc->rect = rect[0];
+}
+
//Quote
void ActNpc150(NPCHAR *npc)
{
@@ -793,6 +1126,7 @@
for (int i = 0; i < 4; i++)
SetNpChar(4, npc->x, npc->y, Random(-0x155, 0x155), Random(-0x600, 0), 0, 0, 0x100);
PlaySoundObject(71, 1);
+ // Fallthrough
case 11:
npc->ani_no = 2;
break;
@@ -800,6 +1134,7 @@
npc->act_no = 21;
npc->act_wait = 64;
PlaySoundObject(29, 1);
+ // Fallthrough
case 21:
if (!--npc->act_wait)
npc->cond = 0;
@@ -808,6 +1143,7 @@
npc->act_no = 51;
npc->ani_no = 3;
npc->ani_wait = 0;
+ // Fallthrough
case 51:
if (++npc->ani_wait > 4)
{
@@ -827,6 +1163,7 @@
npc->ani_no = 7;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
+ // Fallthrough
case 61:
npc->tgt_y += 0x100;
npc->x = npc->tgt_x + (Random(-1, 1) << 9);
@@ -837,6 +1174,7 @@
npc->act_wait = 0;
npc->ani_no = 3;
npc->ani_wait = 0;
+ // Fallthrough
case 0x47:
if ( npc->direct )
npc->x -= 0x100;
@@ -859,6 +1197,7 @@
npc->act_no = 101;
npc->ani_no = 3;
npc->ani_wait = 0;
+ // Fallthrough
case 101:
npc->ym += 0x40;
if (npc->ym > 0x5FF)
@@ -946,4 +1285,664 @@
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
+}
+
+static const RECT grcKitL[21] = {
+ {0, 0, 24, 24},
+ {24, 0, 48, 24},
+ {48, 0, 72, 24},
+ {0, 0, 24, 24},
+ {72, 0, 96, 24},
+ {0, 0, 24, 24},
+ {96, 0, 120, 24},
+ {120, 0, 144, 24},
+ {144, 0, 168, 24},
+ {168, 0, 192, 24},
+ {192, 0, 216, 24},
+ {216, 0, 240, 24},
+ {240, 0, 264, 24},
+ {264, 0, 288, 24},
+ {0, 48, 24, 72},
+ {24, 48, 48, 72},
+ {48, 48, 72, 72},
+ {72, 48, 96, 72},
+ {288, 0, 312, 24},
+ {24, 48, 48, 72},
+ {96, 48, 120, 72}
+};
+
+static const RECT grcKitR[21] = {
+ {0, 24, 24, 48},
+ {24, 24, 48, 48},
+ {48, 24, 72, 48},
+ {0, 24, 24, 48},
+ {72, 24, 96, 48},
+ {0, 24, 24, 48},
+ {96, 24, 120, 48},
+ {120, 24, 144, 48},
+ {144, 24, 168, 48},
+ {168, 24, 192, 48},
+ {192, 24, 216, 48},
+ {216, 24, 240, 48},
+ {240, 24, 264, 48},
+ {264, 24, 288, 48},
+ {0, 72, 24, 96},
+ {24, 72, 48, 96},
+ {48, 72, 72, 96},
+ {72, 72, 96, 96},
+ {288, 24, 312, 48},
+ {24, 72, 48, 96},
+ {96, 72, 120, 96}
+};
+
+//Gaudi
+void ActNpc153(NPCHAR *npc)
+{
+ if (npc->x <= gMC.x + (WINDOW_WIDTH * 0x200) && npc->x >= gMC.x - (WINDOW_WIDTH * 0x200) && npc->y <= gMC.y + (WINDOW_HEIGHT * 0x200) && npc->y >= gMC.y - (WINDOW_HEIGHT * 0x200))
+ {
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->xm = 0;
+ npc->ani_no = 0;
+ npc->y += 0x600;
+ // Fallthrough
+ case 1:
+ if (Random(0, 100) == 1)
+ {
+ npc->act_no = 2;
+ npc->ani_no = 1;
+ npc->act_wait = 0;
+ }
+
+ if (Random(0, 100) == 1)
+ {
+ if (npc->direct == 0)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+ }
+
+ if (Random(0, 100) == 1)
+ npc->act_no = 10;
+
+ break;
+
+ case 2:
+ if ( ++npc->act_wait > 20 )
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = Random(25, 100);
+ npc->ani_no = 2;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 11:
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 5)
+ npc->ani_no = 2;
+
+ if (npc->direct == 0)
+ npc->xm = -0x200;
+ else
+ npc->xm = 0x200;
+
+ if (npc->act_wait)
+ {
+ --npc->act_wait;
+ }
+ else
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->xm = 0;
+ }
+
+ if (npc->direct == 0 && npc->flag & 1)
+ {
+ npc->ani_no = 2;
+ npc->ym = -0x5FF;
+ npc->act_no = 20;
+
+ if ((gMC.cond & 2) == 0)
+ PlaySoundObject(30, 1);
+ }
+ else
+ {
+ if (npc->direct == 2)
+ {
+ if (npc->flag & 4)
+ {
+ npc->ani_no = 2;
+ npc->ym = -0x5FF;
+ npc->act_no = 20;
+
+ if ((gMC.cond & 2) == 0)
+ PlaySoundObject(30, 1);
+ }
+ }
+ }
+
+ break;
+
+ case 20:
+ if (npc->direct == 0 && npc->flag & 1)
+ ++npc->count1;
+ else if (npc->direct == 2 && npc->flag & 4)
+ ++npc->count1;
+ else
+ npc->count1 = 0;
+
+ if (npc->count1 > 10)
+ {
+ if (npc->direct == 0)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+ }
+
+ if (npc->direct == 0)
+ npc->xm = -0x100;
+ else
+ npc->xm = 0x100;
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 21;
+ npc->ani_no = 20;
+ npc->act_wait = 0;
+ npc->xm = 0;
+
+ if ((gMC.cond & 2) == 0)
+ PlaySoundObject(23, 1);
+ }
+
+ break;
+
+ case 21:
+ if (++npc->act_wait > 10)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ npc->ym += 0x40;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ npc->rect = grcKitL[npc->ani_no];
+ else
+ npc->rect = grcKitR[npc->ani_no];
+
+ if (npc->life <= 985)
+ {
+ npc->code_char = 154;
+ npc->act_no = 0;
+ }
+ }
+}
+
+//Gaudi (dead)
+void ActNpc154(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->bits &= ~0x20;
+ npc->bits &= ~8;
+ npc->damage = 0;
+ npc->act_no = 1;
+ npc->ani_no = 9;
+ npc->ym = -0x200;
+
+ if (npc->direct == 0)
+ npc->xm = 0x100;
+ else
+ npc->xm = -0x100;
+
+ PlaySoundObject(53, 1);
+ break;
+
+ case 1:
+ if (npc->flag & 8)
+ {
+ npc->ani_no = 10;
+ npc->ani_wait = 0;
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 2:
+ npc->xm = 8 * npc->xm / 9;
+
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 11)
+ npc->ani_no = 10;
+
+ if (++npc->act_wait > 50)
+ npc->cond |= 8;
+
+ break;
+ }
+
+ npc->ym += 0x20;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ npc->rect = grcKitL[npc->ani_no];
+ else
+ npc->rect = grcKitR[npc->ani_no];
+}
+
+//Gaudi (flying)
+void ActNpc155(NPCHAR *npc)
+{
+ if (npc->x > gMC.x + (WINDOW_WIDTH * 0x200) || npc->x < gMC.x - (WINDOW_WIDTH * 0x200) || npc->y > gMC.y + (WINDOW_HEIGHT * 0x200) || npc->y < gMC.y - (WINDOW_HEIGHT * 0x200))
+ return;
+
+ unsigned char deg;
+ switch (npc->act_no)
+ {
+ case 0:
+ deg = Random(0, 0xFF);
+ npc->xm = GetCos(deg);
+ npc->tgt_x = npc->x + 8 * GetCos(deg + 0x40);
+
+ deg = Random(0, 0xFF);
+ npc->ym = GetSin(deg);
+ npc->tgt_y = npc->y + 8 * GetSin(deg + 0x40);
+
+ npc->act_no = 1;
+ npc->count1 = 120;
+ npc->act_wait = Random(70, 150);
+ npc->ani_no = 14;
+ // Fallthrough
+ case 1:
+ if (++npc->ani_no > 15)
+ npc->ani_no = 14;
+
+ if (npc->act_wait)
+ {
+ --npc->act_wait;
+ }
+ else
+ {
+ npc->act_no = 2;
+ npc->ani_no = 18;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->ani_no > 19)
+ npc->ani_no = 18;
+
+ if (++npc->act_wait > 30)
+ {
+ deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
+ const int ym = 3 * GetSin(deg);
+ const int xm = 3 * GetCos(deg);
+ SetNpChar(156, npc->x, npc->y, xm, ym, 0, 0, 0x100);
+
+ if ((gMC.cond & 2) == 0)
+ PlaySoundObject(39, 1);
+
+ npc->act_no = 1;
+ npc->act_wait = Random(70, 150);
+ npc->ani_no = 14;
+ npc->ani_wait = 0;
+ }
+
+ break;
+ }
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (npc->tgt_x < npc->x)
+ npc->xm -= 0x10;
+ if (npc->tgt_x > npc->x)
+ npc->xm += 0x10;
+
+ if (npc->tgt_y < npc->y)
+ npc->ym -= 0x10;
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x10;
+
+ if (npc->xm > 0x200)
+ npc->xm = 0x200;
+ if (npc->xm < -0x200)
+ npc->xm = -0x200;
+
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ npc->rect = grcKitL[npc->ani_no];
+ else
+ npc->rect = grcKitR[npc->ani_no];
+
+ if (npc->life <= 985)
+ {
+ npc->code_char = 154;
+ npc->act_no = 0;
+ }
+}
+
+//Gaudi projectile
+void ActNpc156(NPCHAR *npc)
+{
+ RECT rect_left[3];
+
+ if (npc->flag & 0xFF)
+ {
+ SetCaret(npc->x, npc->y, 2, 0);
+ npc->cond = 0;
+ }
+
+ npc->y += npc->ym;
+ npc->x += npc->xm;
+
+ rect_left[0] = {96, 112, 112, 128};
+ rect_left[1] = {112, 112, 128, 128};
+ rect_left[2] = {128, 112, 144, 128};
+
+ if (++npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ npc->rect = rect_left[npc->ani_no];
+
+ if (++npc->count1 > 300)
+ {
+ SetCaret(npc->x, npc->y, 2, 0);
+ npc->cond = 0;
+ }
+}
+
+//Moving block (vertical)
+void ActNpc157(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->x += 0x1000;
+ npc->y += 0x1000;
+
+ if (npc->direct == 0)
+ npc->act_no = 10;
+ else
+ npc->act_no = 20;
+
+ npc->xm = 0;
+ npc->ym = 0;
+ npc->bits |= 0x40;
+ break;
+
+ case 10:
+ npc->bits &= ~0x80;
+ npc->damage = 0;
+
+ if (gMC.y < npc->y + 0x3200 && gMC.y > npc->y - 0x32000 && gMC.x < npc->x + 0x3200 && gMC.x > npc->x - 0x3200)
+ {
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 11:
+ if (++npc->act_wait % 10 == 6)
+ PlaySoundObject(107, 1);
+
+ if (npc->flag & 2)
+ {
+ npc->ym = 0;
+ npc->direct = 2;
+ npc->act_no = 20;
+ SetQuake(10);
+ PlaySoundObject(26, 1);
+
+ 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);
+ }
+ else
+ {
+ if (gMC.flag & 2)
+ {
+ npc->bits |= 0x80;
+ npc->damage = 100;
+ }
+ else
+ {
+ npc->bits &= ~0x80;
+ npc->damage = 0;
+ }
+
+ npc->ym -= 0x20;
+ }
+
+ break;
+
+ case 20:
+ npc->bits &= ~0x80;
+ npc->damage = 0;
+
+ if (gMC.y > npc->y - 0x3200 && gMC.y < npc->y + 0x32000 && gMC.x < npc->x + 0x3200 && gMC.x > npc->x - 0x3200)
+ {
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 21:
+ if (++npc->act_wait % 10 == 6)
+ PlaySoundObject(107, 1);
+
+ if (npc->flag & 8)
+ {
+ npc->ym = 0;
+ npc->direct = 0;
+ npc->act_no = 10;
+ SetQuake(10);
+ PlaySoundObject(26, 1);
+
+ 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);
+ }
+ else
+ {
+ if (gMC.flag & 8)
+ {
+ npc->bits |= 0x80;
+ npc->damage = 100;
+ }
+ else
+ {
+ npc->bits &= ~0x80;
+ npc->damage = 0;
+ }
+
+ npc->ym += 0x20;
+ }
+
+ break;
+ }
+
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+
+ npc->y += npc->ym;
+
+ RECT rect[1];
+
+ rect[0] = {16, 0, 48, 32};
+
+ npc->rect = rect[0];
+}
+
+//Fish Missile
+void ActNpc158(NPCHAR *npc)
+{
+ RECT rect[8];
+
+ rect[0] = {0, 224, 16, 240};
+ rect[1] = {16, 224, 32, 240};
+ rect[2] = {32, 224, 48, 240};
+ rect[3] = {48, 224, 64, 240};
+ rect[4] = {64, 224, 80, 240};
+ rect[5] = {80, 224, 96, 240};
+ rect[6] = {96, 224, 112, 240};
+ rect[7] = {112, 224, 128, 240};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+
+ switch (npc->direct)
+ {
+ case 0:
+ npc->count1 = 0xA0;
+ break;
+ case 1:
+ npc->count1 = 0xE0;
+ break;
+ case 2:
+ npc->count1 = 0x20;
+ break;
+ case 3:
+ npc->count1 = 0x60;
+ break;
+ }
+ // Fallthrough
+ case 1:
+ npc->xm = 2 * GetCos(npc->count1);
+ npc->ym = 2 * GetSin(npc->count1);
+ npc->y += npc->ym;
+ npc->x += npc->xm;
+ const int 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];
+}
+
+//Monster X (defeated)
+void ActNpc159(NPCHAR *npc)
+{
+ RECT rect[1];
+
+ rect[0] = {144, 128, 192, 200};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+
+ for (int i = 0; i < 8; ++i)
+ SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, 0, 0x100);
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait > 50)
+ {
+ npc->act_no = 2;
+ npc->xm = -0x100;
+ }
+
+ if (npc->act_wait / 2 % 2)
+ npc->x += 0x200;
+ else
+ npc->x -= 0x200;
+
+ break;
+
+ case 2:
+ ++npc->act_wait;
+ npc->ym += 0x40;
+
+ if (npc->y > 0x50000)
+ npc->cond = 0;
+
+ break;
+ }
+
+ npc->y += npc->ym;
+ npc->x += npc->xm;
+
+ npc->rect = rect[0];
+
+ if (npc->act_wait % 8 == 1)
+ SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, 0, 0x100);
}
--- /dev/null
+++ b/src/NpcAct160.cpp
@@ -1,0 +1,1154 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+#include "Frame.h"
+#include "Caret.h"
+#include "MycParam.h"
+#include "CommonDefines.h"
+
+//Puu Black
+void ActNpc160(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->bits &= ~1;
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (gMC.x > npc->x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+
+ npc->ym = 0xA00;
+
+ if (npc->y < 0x10000)
+ {
+ ++npc->count1;
+ }
+ else
+ {
+ npc->bits &= ~8;
+ npc->act_no = 2;
+ }
+
+ break;
+
+ case 2:
+ npc->ym = 0xA00;
+
+ if (npc->flag & 8)
+ {
+ DeleteNpCharCode(161, 1);
+
+ for (int i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+ npc->act_no = 3;
+ npc->act_wait = 0;
+ SetQuake(30);
+ PlaySoundObject(26, 1);
+ PlaySoundObject(72, 1);
+ }
+
+ if (gMC.y > npc->y && gMC.flag & 8)
+ npc->damage = 20;
+ else
+ npc->damage = 0;
+
+ break;
+
+ case 3:
+ npc->damage = 20;
+ npc->damage = 0; // Smart code
+
+ if (++npc->act_wait > 24)
+ {
+ npc->act_no = 4;
+ npc->count1 = 0;
+ npc->count2 = 0;
+ }
+
+ break;
+
+ case 4:
+ gSuperXpos = npc->x;
+ gSuperYpos = npc->y;
+
+ if (npc->shock % 2 == 1)
+ {
+ SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, 0, 0x100);
+
+ if (++npc->count1 > 30)
+ {
+ npc->count1 = 0;
+ npc->act_no = 5;
+ npc->ym = -0xC00;
+ npc->bits |= 8;
+ }
+ }
+
+ break;
+
+ case 5:
+ gSuperXpos = npc->x;
+ gSuperYpos = npc->y;
+
+ if (++npc->count1 > 60)
+ {
+ npc->count1 = 0;
+ npc->act_no = 6;
+ }
+
+ break;
+
+ case 6:
+ gSuperXpos = gMC.x;
+ gSuperYpos = 0x320000;
+
+ if (++npc->count1 > 110)
+ {
+ npc->count1 = 10;
+ npc->x = gMC.x;
+ npc->y = 0;
+ npc->ym = 0x5FF;
+ npc->act_no = 1;
+ }
+
+ break;
+ }
+
+ npc->y += npc->ym;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ case 1:
+ npc->ani_no = 3;
+ break;
+ case 2:
+ npc->ani_no = 3;
+ break;
+ case 3:
+ npc->ani_no = 2;
+ break;
+ case 4:
+ npc->ani_no = 0;
+ break;
+ case 5:
+ npc->ani_no = 3;
+ break;
+ case 6:
+ npc->ani_no = 3;
+ break;
+ }
+
+ RECT rect_left[4];
+ RECT rect_right[4];
+
+ rect_left[0] = {0, 0, 40, 24};
+ rect_left[1] = {40, 0, 80, 24};
+ rect_left[2] = {80, 0, 120, 24};
+ rect_left[3] = {120, 0, 160, 24};
+
+ rect_right[0] = {0, 24, 40, 48};
+ rect_right[1] = {40, 24, 80, 48};
+ rect_right[2] = {80, 24, 120, 48};
+ rect_right[3] = {120, 24, 160, 48};
+
+ if (npc->direct == 0)
+ npc->rect = rect_left[npc->ani_no];
+ else
+ npc->rect = rect_right[npc->ani_no];
+}
+
+//Puu Black projectile
+void ActNpc161(NPCHAR *npc)
+{
+ RECT rect[3];
+
+ npc->exp = 0;
+
+ if (gSuperXpos > npc->x)
+ npc->xm += 0x40;
+ else
+ npc->xm -= 0x40;
+
+ if (gSuperYpos > npc->y)
+ npc->ym += 0x40;
+ else
+ npc->ym -= 0x40;
+
+ if (npc->xm < -4605)
+ npc->xm = -4605;
+ if (npc->xm > 4605)
+ npc->xm = 4605;
+
+ if (npc->ym < -4605)
+ npc->ym = -4605;
+ if (npc->ym > 4605)
+ npc->ym = 4605;
+
+ if (npc->life < 100)
+ {
+ npc->bits &= ~0x20;
+ npc->bits &= ~4;
+ npc->damage = 0;
+ npc->ani_no = 2;
+ }
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->ani_no < 2)
+ {
+ if (Random(0, 10) == 2)
+ npc->ani_no = 0;
+ else
+ npc->ani_no = 1;
+ }
+
+ rect[0] = {0, 48, 16, 64};
+ rect[1] = {16, 48, 32, 64};
+ rect[2] = {32, 48, 48, 64};
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Puu Black (dead)
+void ActNpc162(NPCHAR *npc)
+{
+ RECT rect_left = {40, 0, 80, 24};
+ RECT rect_right = {40, 24, 80, 48};
+ RECT rect_end = {0, 0, 0, 0};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ DeleteNpCharCode(161, 1);
+ PlaySoundObject(72, 1);
+
+ for (int i = 0; i < 10; ++i)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, 0, 0x100);
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (npc->direct == 0)
+ npc->rect = rect_left;
+ else
+ npc->rect = rect_right;
+
+ npc->count1 = 0;
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (++npc->count1 % 4 == 0)
+ SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), 0, 0, 0, 0, 0x100);
+
+ if (npc->count1 > 160)
+ {
+ npc->count1 = 0;
+ npc->act_no = 2;
+ npc->tgt_y = npc->y;
+ }
+
+ break;
+
+ case 2:
+ SetQuake(2);
+
+ if (++npc->count1 > 240)
+ {
+ npc->rect = rect_end;
+
+ npc->count1 = 0;
+ npc->act_no = 3;
+ }
+ else
+ {
+ if (npc->direct == 0)
+ npc->rect = rect_left;
+ else
+ npc->rect = rect_right;
+
+ npc->rect.top += npc->count1 / 8;
+ npc->y = npc->tgt_y + ((npc->count1 / 8) * 0x200);
+ npc->rect.left -= (npc->count1 / 2) % 2;
+ }
+
+ if (npc->count1 % 3 == 2)
+ SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y - 0x1800, Random(-0x200, 0x200), 0x100, 0, 0, 0x100);
+
+ if (npc->count1 % 4 == 2)
+ PlaySoundObject(21, 1);
+
+ break;
+
+ case 3:
+ if (++npc->count1 >= 60)
+ {
+ DeleteNpCharCode(161, 1);
+ npc->cond = 0;
+ }
+
+ break;
+
+ }
+
+ gSuperXpos = npc->x;
+ gSuperYpos = -0x7D000;
+}
+
+//Dr Gero
+void ActNpc163(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {192, 0, 208, 16};
+ rcLeft[1] = {208, 0, 224, 16};
+
+ rcRight[0] = {192, 16, 208, 32};
+ rcRight[1] = {208, 16, 224, 32};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 1:
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Nurse Hasumi
+void ActNpc164(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {224, 0, 240, 16};
+ rcLeft[1] = {240, 0, 256, 16};
+
+ rcRight[0] = {224, 16, 240, 32};
+ rcRight[1] = {240, 16, 256, 32};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 1:
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Curly (collapsed)
+void ActNpc165(NPCHAR *npc)
+{
+ RECT rcRight[2];
+ RECT rcLeft[1];
+
+ rcRight[0] = {192, 96, 208, 112};
+ rcRight[1] = {208, 96, 224, 112};
+
+ rcLeft[0] = {144, 96, 160, 112};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y += 0x1400;
+ // Fallthrough
+ case 1:
+ if (npc->direct == 2 && gMC.x > npc->x - 0x4000 && gMC.x < npc->x + 0x4000 && gMC.y > npc->y - 0x2000 && gMC.y < npc->y + 0x2000)
+ npc->ani_no = 1;
+ else
+ npc->ani_no = 0;
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[0];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Chaba
+void ActNpc166(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+
+ rcLeft[0] = {144, 104, 184, 128};
+ rcLeft[1] = {184, 104, 224, 128};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 1:
+ if (Random(0, 120) == 10)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8 )
+ {
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ npc->rect = rcLeft[npc->ani_no];
+}
+
+//Professor Booster (falling)
+void ActNpc167(NPCHAR *npc)
+{
+ RECT rect[3];
+
+ rect[0] = {304, 0, 320, 16};
+ rect[1] = {304, 16, 320, 32};
+ rect[2] = {0, 0, 0, 0};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 1;
+ break;
+ case 10:
+ npc->ani_no = 0;
+
+ npc->ym += 0x40;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->y += npc->ym;
+ break;
+ case 20:
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ PlaySoundObject(29, 1);
+ // Fallthrough
+ case 21:
+ if (++npc->ani_no > 2)
+ npc->ani_no = 1;
+
+ if (++npc->act_wait > 100)
+ {
+ for (int i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+
+ npc->cond = 0;
+ }
+
+ break;
+ }
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Boulder
+void ActNpc168(NPCHAR *npc)
+{
+ RECT rect[1];
+
+ rect[0] = {264, 56, 320, 96};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ npc->tgt_x = npc->x;
+ // Fallthrough
+ case 11:
+ ++npc->act_wait;
+ npc->x = npc->tgt_x;
+
+ if (npc->act_wait / 3 % 2)
+ npc->x += 0x200;
+
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ npc->ym = -0x400;
+ npc->xm = 0x100;
+ PlaySoundObject(25, 1);
+ // Fallthrough
+ case 21:
+ npc->ym += 0x10;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->act_wait && npc->flag & 8)
+ {
+ PlaySoundObject(35, 1);
+ SetQuake(40);
+ npc->act_no = 0;
+ }
+
+ if (npc->act_wait == 0)
+ ++npc->act_wait;
+
+ break;
+ }
+
+ npc->rect = rect[0];
+}
+
+//Balrog (missile)
+void ActNpc169(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;
+ ++npc->ani_no;
+
+ 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 -= 0x20;
+ else
+ npc->xm += 0x20;
+
+ 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(5);
+ }
+ else
+ {
+ if (++npc->act_wait > 75)
+ {
+ npc->act_no = 9;
+ npc->ani_no = 0;
+ }
+ else
+ {
+ if (npc->flag & 5)
+ {
+ if (npc->count2 < 5)
+ {
+ ++npc->count2;
+ }
+ else
+ {
+ npc->act_no = 4;
+ npc->act_wait = 0;
+ npc->ani_no = 7;
+ npc->ym = -0x5FF;
+ }
+ }
+ else
+ {
+ npc->count2 = 0;
+ }
+
+ if (npc->count1 % 2 == 0 && npc->act_wait > 25)
+ {
+ npc->act_no = 4;
+ npc->act_wait = 0;
+ npc->ani_no = 7;
+ npc->ym = -0x5FF;
+ }
+ }
+ }
+
+ break;
+
+ case 4:
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ ++npc->act_wait;
+
+ if (npc->act_wait < 30 && npc->act_wait % 6 == 1)
+ {
+ PlaySoundObject(39, 1);
+ SetNpChar(170, npc->x, npc->y, 0, 0, npc->direct, 0, 0x100);
+ }
+
+ 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(10);
+ }
+
+ 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 = -0x200;
+ gMC.direct = 2;
+ npc->direct = 2;
+ }
+ else
+ {
+ gMC.x -= 0x800;
+ gMC.y -= 0x1000;
+ gMC.xm = -0x5FF;
+ gMC.ym = -0x200;
+ 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 < -0x300)
+ npc->xm = -0x300;
+ if (npc->xm > 0x300)
+ npc->xm = 0x300;
+
+ 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];
+}
+
+//Balrog missile
+void ActNpc170(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {112, 96, 128, 104};
+ rcLeft[1] = {128, 96, 144, 104};
+
+ rcRight[0] = {112, 104, 128, 112};
+ rcRight[1] = {128, 104, 144, 112};
+
+ bool bHit = false;
+
+ if (npc->direct == 0 && npc->flag & 1)
+ bHit = true;
+ if (npc->direct == 2 && npc->flag & 4)
+ bHit = true;
+
+ if (bHit)
+ {
+ PlaySoundObject(44, 1);
+ SetDestroyNpChar(npc->x, npc->y, 0, 3);
+ VanishNpChar(npc);
+ return;
+ }
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+
+ if (npc->direct == 0)
+ npc->xm = Random(1, 2) * 0x200;
+ else
+ npc->xm = Random(-2, -1) * 0x200;
+
+ npc->ym = Random(-2, 0) * 0x200;
+ // Fallthrough
+ case 1:
+ ++npc->count1;
+
+ if (npc->direct == 0)
+ {
+ npc->xm -= 0x20;
+
+ if (npc->count1 % 3 == 1)
+ SetCaret(npc->x + 0x1000, npc->y, 7, 2);
+ }
+ else
+ {
+ npc->xm += 0x20;
+
+ if (npc->count1 % 3 == 1)
+ SetCaret(npc->x - 0x1000, npc->y, 7, 0);
+ }
+
+ if (npc->count1 >= 50)
+ {
+ npc->ym = 0;
+ }
+ else
+ {
+ if (gMC.y > npc->y)
+ npc->ym += 0x20;
+ else
+ npc->ym -= 0x20;
+ }
+
+ if (++npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ break;
+ }
+
+ if (npc->xm < -0x400)
+ npc->xm = -0x600;
+ if (npc->xm > 0x400)
+ npc->xm = 0x600;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Gaudi (armoured)
+void ActNpc173(NPCHAR *npc)
+{
+ RECT rcLeft[4];
+ RECT rcRight[4];
+
+ rcLeft[0] = {0, 128, 24, 152};
+ rcLeft[1] = {24, 128, 48, 152};
+ rcLeft[2] = {48, 128, 72, 152};
+ rcLeft[3] = {72, 128, 96, 152};
+
+ rcRight[0] = {0, 152, 24, 176};
+ rcRight[1] = {24, 152, 48, 176};
+ rcRight[2] = {48, 152, 72, 176};
+ rcRight[3] = {72, 152, 96, 176};
+
+ if (npc->x <= gMC.x + (WINDOW_WIDTH * 0x200) && npc->x >= gMC.x - (WINDOW_WIDTH * 0x200) && npc->y <= gMC.y + (WINDOW_HEIGHT * 0x200) && npc->y >= gMC.y - (WINDOW_HEIGHT * 0x200))
+ {
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->tgt_x = npc->x;
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ npc->ani_no = 0;
+ npc->xm = 0;
+
+ if (npc->act_wait < 5)
+ {
+ ++npc->act_wait;
+ }
+ else
+ {
+ if (gMC.x > npc->x - 0x18000 && gMC.x < npc->x + 0x18000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000)
+ {
+ npc->act_no = 10;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ }
+ }
+
+ break;
+
+ case 10:
+ if (++npc->act_wait > 3)
+ {
+ if (++npc->count1 == 3)
+ {
+ PlaySoundObject(30, 1);
+ npc->count1 = 0;
+ npc->act_no = 25;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ npc->ym = -0x600;
+
+ if (npc->tgt_x > npc->x)
+ npc->xm = 0x80;
+ else
+ npc->xm = -0x80;
+ }
+ else
+ {
+ PlaySoundObject(30, 1);
+ npc->act_no = 20;
+ npc->ani_no = 2;
+ npc->ym = -0x200;
+
+ if (npc->tgt_x > npc->x)
+ npc->xm = 0x200;
+ else
+ npc->xm = -0x200;
+ }
+ }
+
+ break;
+
+ case 20:
+ ++npc->act_wait;
+
+ if (npc->flag & 8)
+ {
+ PlaySoundObject(23, 1);
+ npc->ani_no = 1;
+ npc->act_no = 30;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 25:
+ if (++npc->act_wait == 30 || npc->act_wait == 40)
+ {
+ const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
+ const int ym = 3 * GetSin(deg);
+ const int xm = 3 * GetCos(deg);
+ SetNpChar(174, npc->x, npc->y, xm, ym, 0, 0, 0x100);
+
+ PlaySoundObject(39, 1);
+ npc->ani_no = 3;
+
+ gCurlyShoot_wait = Random(80, 100);
+ gCurlyShoot_x = npc->x;
+ gCurlyShoot_y = npc->y;
+ }
+
+ if (npc->act_wait == 35 || npc->act_wait == 45)
+ npc->ani_no = 2;
+
+ if (npc->flag & 8)
+ {
+ PlaySoundObject(23, 1);
+ npc->ani_no = 1;
+ npc->act_no = 30;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 30:
+ npc->xm = 7 * npc->xm / 8;
+
+ if (++npc->act_wait > 3)
+ {
+ npc->ani_no = 0;
+ npc->act_no = 1;
+ npc->act_wait = 0;
+ }
+
+ break;
+ }
+
+ npc->ym += 51;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+ if ( npc->ym < -0x5FFu )
+ npc->ym = 0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+
+ if (npc->life <= 985)
+ {
+ SetDestroyNpChar(npc->x, npc->y, 0, 2);
+ npc->code_char = 154;
+ npc->act_no = 0;
+ }
+ }
+}
+
+//Armoured-Gaudi projectile
+void ActNpc174(NPCHAR *npc)
+{
+ RECT rect_left[3];
+
+ bool bHit;
+ switch (npc->act_no)
+ {
+ case 0:
+ if (npc->direct == 2)
+ npc->act_no = 2;
+ // Fallthrough
+ case 1:
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ bHit = false;
+
+ if (npc->flag & 1)
+ {
+ bHit = true;
+ npc->xm = 0x200;
+ }
+
+ if (npc->flag & 4)
+ {
+ bHit = true;
+ npc->xm = -0x200;
+ }
+
+ if (npc->flag & 2)
+ {
+ bHit = true;
+ npc->ym = 0x200;
+ }
+
+ if (npc->flag & 8)
+ {
+ bHit = true;
+ npc->ym = -0x200;
+ }
+
+ if (bHit)
+ {
+ npc->act_no = 2;
+ ++npc->count1;
+ PlaySoundObject(31, 1);
+ }
+
+ break;
+
+ case 2:
+ npc->ym += 0x40;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->flag & 8)
+ {
+ if (++npc->count1 > 1)
+ {
+ SetCaret(npc->x, npc->y, 2, 0);
+ npc->cond = 0;
+ }
+ }
+
+ break;
+ }
+
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+ if (npc->ym < -0x5FF)
+ npc->ym = -0x5FF;
+
+ rect_left[0] = {120, 80, 136, 96};
+ rect_left[1] = {136, 80, 152, 96};
+ rect_left[2] = {152, 80, 168, 96};
+
+ if (++npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ npc->rect = rect_left[npc->ani_no];
+}
--- a/src/NpcAct180.cpp
+++ b/src/NpcAct180.cpp
@@ -129,6 +129,22 @@
npc->rect = rc[0];
}
+//Blue robot (broken)
+void ActNpc194(NPCHAR *npc)
+{
+ RECT rc[1];
+
+ rc[0] = {192, 120, 224, 128};
+
+ if (npc->act_no == 0)
+ {
+ npc->act_no = 1;
+ npc->y += 0x800;
+ }
+
+ npc->rect = rc[0];
+}
+
//Water/wind particles
void ActNpc199(NPCHAR *npc)
{
--- a/src/NpcAct200.cpp
+++ b/src/NpcAct200.cpp
@@ -34,5 +34,5 @@
else if (Random(0, 40) == 1)
SetNpChar(4, npc->x + (Random(-20, 20) * 0x200), npc->y, 0, -0x200, 0, 0, 0x100);
- npc->rect = rc[1];
-}
\ No newline at end of file
+ npc->rect = rc[0];
+}
--- a/src/NpcAct280.cpp
+++ b/src/NpcAct280.cpp
@@ -13,6 +13,8 @@
//Quake
void ActNpc292(NPCHAR *npc)
{
+ (void)npc;
+
SetQuake(10);
}
--- /dev/null
+++ b/src/NpcAct320.cpp
@@ -1,0 +1,56 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+
+//Sweat
+void ActNpc334(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {160, 184, 168, 200};
+ rcLeft[1] = {168, 184, 176, 200};
+
+ rcRight[0] = {176, 184, 184, 200};
+ rcRight[1] = {184, 184, 192, 200};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 10;
+
+ if (npc->direct == 0)
+ {
+ npc->x += 0x1400;
+ npc->y -= 0x2400;
+ }
+ else
+ {
+ npc->x = gMC.x - 0x1400;
+ npc->y = gMC.y - 0x400;
+ }
+ // Fallthrough
+ case 10:
+ if (++npc->act_wait / 8 & 1)
+ npc->ani_no = 0;
+ else
+ npc->ani_no = 1;
+
+ if (npc->act_wait >= 64)
+ npc->cond = 0;
+
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -19,7 +19,7 @@
const size_t tblSize = SDL_RWsize(fp);
- const int npcCount = tblSize / 0x18;
+ const size_t npcCount = tblSize / 0x18;
gNpcTable = (NPC_TABLE*)malloc(npcCount * sizeof(NPC_TABLE));
for (size_t i = 0; i < npcCount; i++) //bits
@@ -203,14 +203,34 @@
ActNpc144,
ActNpc145,
ActNpc146,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc147,
+ ActNpc148,
+ ActNpc149,
ActNpc150,
ActNpc151,
nullptr,
+ ActNpc153,
+ ActNpc154,
+ ActNpc155,
+ ActNpc156,
+ ActNpc157,
+ ActNpc158,
+ ActNpc159,
+ ActNpc160,
+ ActNpc161,
+ ActNpc162,
+ ActNpc163,
+ ActNpc164,
+ ActNpc165,
+ ActNpc166,
+ ActNpc167,
+ ActNpc168,
+ ActNpc169,
+ ActNpc170,
nullptr,
nullptr,
+ ActNpc173,
+ ActNpc174,
nullptr,
nullptr,
nullptr,
@@ -228,33 +248,13 @@
nullptr,
nullptr,
nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
ActNpc192,
ActNpc193,
+ ActNpc194,
nullptr,
nullptr,
nullptr,
nullptr,
- nullptr,
ActNpc199,
nullptr,
nullptr,
@@ -390,7 +390,7 @@
nullptr,
nullptr,
nullptr,
- nullptr,
+ ActNpc334,
nullptr,
nullptr,
nullptr,
--- a/src/Organya.cpp
+++ b/src/Organya.cpp
@@ -123,7 +123,7 @@
uint8_t *wp_sub = wp;
size_t wav_tp = 0;
- for (int i = 0; i < data_size; i++)
+ for (size_t i = 0; i < data_size; i++)
{
uint8_t work = *(wavep+wav_tp);
work += 0x80;
--- a/src/SelStage.cpp
+++ b/src/SelStage.cpp
@@ -97,15 +97,15 @@
RECT rcCur[2];
RECT rcTitle1;
- rcView = {0, 0, 320, 240};
+ rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
rcCur[0] = {80, 88, 112, 104};
rcCur[1] = {80, 104, 112, 120};
rcTitle1 = {80, 64, 144, 72};
- if (gStageSelectTitleY > 46)
+ if (gStageSelectTitleY > (WINDOW_HEIGHT / 2) - 74)
--gStageSelectTitleY;
- PutBitmap3(&rcView, 128, gStageSelectTitleY, &rcTitle1, SURFACE_ID_TEXT_BOX);
+ PutBitmap3(&rcView, (WINDOW_WIDTH / 2) - 32, gStageSelectTitleY, &rcTitle1, SURFACE_ID_TEXT_BOX);
int stage_num;
for (stage_num = 0; gPermitStage[stage_num].index; ++stage_num);
@@ -114,9 +114,9 @@
if (stage_num)
{
- int stage_x = (320 - 40 * stage_num) / 2;
+ int stage_x = (WINDOW_WIDTH - 40 * stage_num) / 2;
- PutBitmap3(&rcView, stage_x + 40 * gSelectedStage, 64, &rcCur[(flash >> 1) % 2], SURFACE_ID_TEXT_BOX);
+ PutBitmap3(&rcView, stage_x + 40 * gSelectedStage, (WINDOW_HEIGHT / 2) - 56, &rcCur[(flash >> 1) % 2], SURFACE_ID_TEXT_BOX);
for (int i = 0; i < 8 && gPermitStage[i].index; ++i)
{
@@ -126,7 +126,7 @@
rcStage.top = 16 * (gPermitStage[i].index / 8);
rcStage.bottom = rcStage.top + 16;
- PutBitmap3(&rcView, stage_x + 40 * i, 64, &rcStage, SURFACE_ID_STAGE_ITEM);
+ PutBitmap3(&rcView, stage_x + 40 * i, (WINDOW_HEIGHT / 2) - 56, &rcStage, SURFACE_ID_STAGE_ITEM);
}
}
}
@@ -135,13 +135,13 @@
{
char old_script_path[260];
- RECT rcView = {0, 0, 320, 240};
+ RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
gSelectedStage = 0;
BackupSurface(10, &grcFull);
GetTextScriptPath(old_script_path);
LoadTextScript2("StageSelect.tsc");
- gStageSelectTitleY = 54;
+ gStageSelectTitleY = (WINDOW_HEIGHT / 2) - 66;
StartTextScript(gPermitStage[gSelectedStage].index + 1000);
do
--- a/src/Shoot.cpp
+++ b/src/Shoot.cpp
@@ -886,7 +886,7 @@
bMax = false;
}
- if (gKey & gKeyShot == 0)
+ if (!(gKey & gKeyShot))
ZeroExpMyChar();
switch (level)
--- a/src/Sound.cpp
+++ b/src/Sound.cpp
@@ -76,9 +76,6 @@
void SOUNDBUFFER::Release()
{
- if (this == NULL)
- return;
-
//TODO: find a better and more stable(?) way to handle this function
delete this;
}
@@ -85,9 +82,6 @@
void SOUNDBUFFER::Lock(uint8_t **outBuffer, size_t *outSize)
{
- if (this == NULL)
- return;
-
SDL_LockAudioDevice(audioDevice);
if (outBuffer != nullptr)
@@ -99,17 +93,11 @@
void SOUNDBUFFER::Unlock()
{
- if (this == NULL)
- return;
-
SDL_UnlockAudioDevice(audioDevice);
}
void SOUNDBUFFER::SetCurrentPosition(uint32_t dwNewPosition)
{
- if (this == NULL)
- return;
-
SDL_LockAudioDevice(audioDevice);
samplePosition = dwNewPosition;
SDL_UnlockAudioDevice(audioDevice);
@@ -117,9 +105,6 @@
void SOUNDBUFFER::SetFrequency(uint32_t dwFrequency)
{
- if (this == NULL)
- return;
-
SDL_LockAudioDevice(audioDevice);
frequency = (double)dwFrequency;
SDL_UnlockAudioDevice(audioDevice);
@@ -134,9 +119,6 @@
void SOUNDBUFFER::SetVolume(int32_t lVolume)
{
- if (this == NULL)
- return;
-
SDL_LockAudioDevice(audioDevice);
volume = MillibelToVolume(lVolume);
SDL_UnlockAudioDevice(audioDevice);
@@ -144,9 +126,6 @@
void SOUNDBUFFER::SetPan(int32_t lPan)
{
- if (this == NULL)
- return;
-
SDL_LockAudioDevice(audioDevice);
volume_l = MillibelToVolume(-lPan);
volume_r = MillibelToVolume(lPan);
@@ -155,9 +134,6 @@
void SOUNDBUFFER::Play(bool bLooping)
{
- if (this == NULL)
- return;
-
SDL_LockAudioDevice(audioDevice);
playing = true;
looping = bLooping;
@@ -166,9 +142,6 @@
void SOUNDBUFFER::Stop()
{
- if (this == NULL)
- return;
-
SDL_LockAudioDevice(audioDevice);
playing = false;
SDL_UnlockAudioDevice(audioDevice);
@@ -176,9 +149,6 @@
void SOUNDBUFFER::Mix(float (*buffer)[2], size_t samples)
{
- if (this == NULL)
- return;
-
if (!playing) //This sound buffer isn't playing
return;
@@ -225,6 +195,8 @@
//Sound mixer
void AudioCallback(void *userdata, uint8_t *stream, int len)
{
+ (void)userdata;
+
float (*buffer)[2] = (float(*)[2])stream;
const size_t samples = len / (sizeof(float) * 2);
--- a/src/TextScr.cpp
+++ b/src/TextScr.cpp
@@ -27,6 +27,7 @@
#include "Map.h"
#include "BossLife.h"
#include "SelStage.h"
+#include "Flash.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
@@ -472,7 +473,7 @@
PutBitmap3(&grcFull, (WINDOW_WIDTH + 112) / 2, i, &rect_yesno, 26);
if (gTS.wait == 16)
- PutBitmap3(&grcFull, 41 * gTS.select + (WINDOW_WIDTH + 102) / 2, 154, &rect_cur, 26);
+ PutBitmap3(&grcFull, 41 * gTS.select + (WINDOW_WIDTH + 102) / 2, WINDOW_HEIGHT - 86, &rect_cur, 26);
}
}
}
@@ -521,7 +522,6 @@
else if (gTS.flags & 0x10)
{
//SAT/CAT/TUR printing
- x;
for (x = gTS.p_read; ; x++)
{
//Break if reaches command, or new-line
@@ -673,6 +673,14 @@
SubArmsData(z);
gTS.p_read += 8;
}
+ else if (IS_COMMAND('T','A','M'))
+ {
+ x = GetTextScriptNo(gTS.p_read + 4);
+ y = GetTextScriptNo(gTS.p_read + 9);
+ z = GetTextScriptNo(gTS.p_read + 14);
+ TradeArms(x, y, z);
+ gTS.p_read += 18;
+ }
else if (IS_COMMAND('P','S','+'))
{
x = GetTextScriptNo(gTS.p_read + 4);
@@ -943,6 +951,11 @@
SetQuake(z);
gTS.p_read += 8;
}
+ else if (IS_COMMAND('F','L','A'))
+ {
+ SetFlash(0, 0, 2);
+ gTS.p_read += 4;
+ }
else if (IS_COMMAND('F','A','I'))
{
z = GetTextScriptNo(gTS.p_read + 4);
@@ -975,6 +988,13 @@
x = GetTextScriptNo(gTS.p_read + 4);
y = GetTextScriptNo(gTS.p_read + 9);
SetFrameTargetNpChar(x, y);
+ gTS.p_read += 13;
+ }
+ else if (IS_COMMAND('F','O','B'))
+ {
+ x = GetTextScriptNo(gTS.p_read + 4);
+ y = GetTextScriptNo(gTS.p_read + 9);
+ SetFrameTargetBoss(x, y);
gTS.p_read += 13;
}
else if (IS_COMMAND('S','O','U'))
--- a/src/ValueView.cpp
+++ b/src/ValueView.cpp
@@ -21,7 +21,7 @@
int i;
//TODO: Boi I'm reaaaally boutta getcho pickle chin aah boi, egg head like collard greens head ass boi, ol' hell dat bell dirt aaah boi stank ah boi afro head ass, lip gloss chin ah boi ugly ahhh boi *snort* uglaaaa
- for (i = 0; i < VALUEVIEW_MAX && (!gVV[i].flag || gVV[i].px != px || (gVV[i].value >= 0 || value >= 0) && (gVV[i].value <= 0 || value <= 0)); i++);
+ for (i = 0; i < VALUEVIEW_MAX && (!gVV[i].flag || gVV[i].px != px || ((gVV[i].value >= 0 || value >= 0) && (gVV[i].value <= 0 || value <= 0))); i++);
int index;
if (i == VALUEVIEW_MAX)