ref: a55361ec2c04af25ac24a8605c5702c6908c2013
parent: f099e0694d8ce2dc0dda70e053fab4344f9b0830
parent: cc4de5e44c4c7b7175b101d11939a6b43b484798
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sun Sep 15 14:43:42 EDT 2019
Merge pull request #54 from GabrielRavier/commentBalfrog Comment BossFrog
--- a/src/BossFrog.cpp
+++ b/src/BossFrog.cpp
@@ -3,6 +3,7 @@
#include "WindowsWrapper.h"
#include "Boss.h"
+#include "CommonDefines.h"
#include "Frame.h"
#include "Game.h"
#include "MyChar.h"
@@ -10,6 +11,49 @@
#include "Sound.h"
#include "Triangle.h"
+enum BalfrogSprites
+{
+ BALFROG_SPRITE_NOTHING = 0,
+ BALFROG_SPRITE_STANDING_STILL = 1,
+ BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING = 2,
+ BALFROG_SPRITE_MOUTH_OPEN_CROUCHING = 3,
+ BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING = 4,
+ BALFROG_SPRITE_JUMPING = 5,
+ BALFROG_SPRITE_BALROG_WHITE = 6,
+ BALFROG_SPRITE_BALROG_CROUCHING = 7,
+ BALFROG_SPRITE_BALROG_JUMPING = 8
+};
+
+enum BalfrogStates
+{
+ BALFROG_INITIALIZE = 0,
+ BALFROG_START = 10,
+ BALFROG_INITIALIZE_FLICKER = 20,
+ BALFROG_FLICKER = 21,
+ BALFROG_WAIT = 100,
+ BALFROG_INITIALIZE_HOP_1 = 101,
+ BALFROG_INITIALIZE_HOP_2 = 102,
+ BALFROG_HOP = 103,
+ BALFROG_MIDAIR = 104,
+ BALFROG_INITIALIZE_LAND = 110,
+ BALFROG_LAND = 111,
+ BALFROG_INITIALIZE_SHOOT = 112,
+ BALFROG_SHOOT = 113,
+ BALFROG_AFTER_SHOOT_WAIT = 114,
+ BALFROG_INITIALIZE_LEAP_1 = 120,
+ BALFROG_INITIALIZE_LEAP_2 = 121,
+ BALFROG_INITIALIZE_LEAP_3 = 122,
+ BALFROG_LEAP = 123,
+ BALFROG_LEAP_MIDAIR = 124,
+ BALFROG_DIE = 130,
+ BALFROG_DIE_FLASHING = 131,
+ BALFROG_REVERT = 132,
+ BALFROG_NOP_START = 140,
+ BALFROG_NOP = 141,
+ BALFROG_GO_INTO_CEILING = 142,
+ BALFROG_GONE_INTO_CEILING = 143
+};
+
// Balfrog's mouth
static void ActBossChar02_01(void)
{
@@ -16,7 +60,7 @@
NPCHAR *boss;
int minus;
- if (gBoss[0].direct == 0)
+ if (gBoss[0].direct == DIR_LEFT)
minus = 1;
else
minus = -1;
@@ -25,35 +69,35 @@
switch (gBoss[0].ani_no)
{
- case 0:
- boss->hit_voice = 52;
- boss->hit.front = 0x2000;
- boss->hit.top = 0x2000;
- boss->hit.back = 0x2000;
- boss->hit.bottom = 0x2000;
+ case BALFROG_SPRITE_NOTHING:
+ boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
+ boss->hit.front = PIXELS_TO_UNITS(16);
+ boss->hit.top = PIXELS_TO_UNITS(16);
+ boss->hit.back = PIXELS_TO_UNITS(16);
+ boss->hit.bottom = PIXELS_TO_UNITS(16);
boss->size = 3;
boss->bits = NPC_INVULNERABLE;
break;
- case 1:
- boss->x = gBoss[0].x + -0x3000 * minus;
- boss->y = gBoss[0].y - 0x3000;
+ case BALFROG_SPRITE_STANDING_STILL:
+ boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
+ boss->y = gBoss[0].y - PIXELS_TO_UNITS(24);
break;
- case 2:
- boss->x = gBoss[0].x + -0x3000 * minus;
- boss->y = gBoss[0].y - 0x2800;
+ case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING:
+ boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
+ boss->y = gBoss[0].y - PIXELS_TO_UNITS(20);
break;
- case 3:
- case 4:
- boss->x = gBoss[0].x + -0x3000 * minus;
- boss->y = gBoss[0].y - 0x2000;
+ case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING:
+ case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING:
+ boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
+ boss->y = gBoss[0].y - PIXELS_TO_UNITS(16);
break;
- case 5:
- boss->x = gBoss[0].x + -0x3000 * minus;
- boss->y = gBoss[0].y - 0x5600;
+ case BALFROG_SPRITE_JUMPING:
+ boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
+ boss->y = gBoss[0].y - PIXELS_TO_UNITS(43);
break;
}
}
@@ -64,21 +108,21 @@
switch (gBoss[0].ani_no)
{
- case 0:
- boss->hit_voice = 52;
- boss->hit.front = 0x3000;
- boss->hit.top = 0x2000;
- boss->hit.back = 0x3000;
- boss->hit.bottom = 0x2000;
+ case BALFROG_SPRITE_NOTHING:
+ boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
+ boss->hit.front = PIXELS_TO_UNITS(24);
+ boss->hit.top = PIXELS_TO_UNITS(16);
+ boss->hit.back = PIXELS_TO_UNITS(24);
+ boss->hit.bottom = PIXELS_TO_UNITS(16);
boss->size = 3;
boss->bits = NPC_INVULNERABLE;
break;
- case 1:
- case 2:
- case 3:
- case 4:
- case 5:
+ case BALFROG_SPRITE_STANDING_STILL:
+ case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING:
+ case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING:
+ case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING:
+ case BALFROG_SPRITE_JUMPING:
boss->x = gBoss[0].x;
boss->y = gBoss[0].y;
break;
@@ -93,19 +137,20 @@
int ym;
int xm;
- // Rects 1-4 are for when Balfrog is a frog, 5-8 for when he reverts and goes into the ceiling
+ // Rects 1-4 are for when Balfrog is a frog, 5-8 for when he reverts into Balrog and goes into the ceiling
RECT rcLeft[9] = {
- {0, 0, 0, 0},
- {0, 48, 80, 112},
- {0, 112, 80, 176},
- {0, 176, 80, 240},
- {160, 48, 240, 112},
- {160, 112, 240, 200},
- {200, 0, 240, 24},
- {80, 0, 120, 24},
- {120, 0, 160, 24},
+ {0, 0, 0, 0}, // Nothing
+ {0, 48, 80, 112}, // Balfrog standing still
+ {0, 112, 80, 176}, // Balfrog with his mouth barely open, crouching
+ {0, 176, 80, 240}, // Balfrog with his mouth open, crouching
+ {160, 48, 240, 112}, // Balfrog with his mouth open, crouching, flashing
+ {160, 112, 240, 200}, // Balfrog jumping
+ {200, 0, 240, 24}, // Balrog completely white
+ {80, 0, 120, 24}, // Balrog crouching
+ {120, 0, 160, 24}, // Balrog jumping
};
+ // See above
RECT rcRight[9] = {
{0, 0, 0, 0},
{80, 48, 160, 112},
@@ -122,19 +167,19 @@
switch (boss->act_no)
{
- case 0:
- boss->x = 0xC000;
- boss->y = 0x19000;
- boss->direct = 2;
- boss->view.front = 0x6000;
- boss->view.top = 0x6000;
- boss->view.back = 0x4000;
- boss->view.bottom = 0x2000;
- boss->hit_voice = 52;
- boss->hit.front = 0x3000;
- boss->hit.top = 0x2000;
- boss->hit.back = 0x3000;
- boss->hit.bottom = 0x2000;
+ case BALFROG_INITIALIZE:
+ boss->x = TILES_TO_UNITS(6);
+ boss->y = TILES_TO_UNITS(12.5);
+ boss->direct = DIR_RIGHT;
+ boss->view.front = PIXELS_TO_UNITS(48);
+ boss->view.top = PIXELS_TO_UNITS(48);
+ boss->view.back = PIXELS_TO_UNITS(32);
+ boss->view.bottom = PIXELS_TO_UNITS(16);
+ boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
+ boss->hit.front = PIXELS_TO_UNITS(24);
+ boss->hit.top = PIXELS_TO_UNITS(16);
+ boss->hit.back = PIXELS_TO_UNITS(24);
+ boss->hit.bottom = PIXELS_TO_UNITS(16);
boss->size = 3;
boss->exp = 1;
boss->code_event = 1000;
@@ -142,145 +187,147 @@
boss->life = 300;
break;
- case 10:
- boss->act_no = 11;
- boss->ani_no = 3;
- boss->cond = 0x80;
+ case BALFROG_START:
+ boss->act_no = (BALFROG_START + 1);
+ boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
+ boss->cond = NPCCOND_ALIVE;
boss->rect = rcRight[0];
- gBoss[1].cond = 0x90;
+
+ gBoss[1].cond = (NPCCOND_ALIVE | NPCCOND_DAMAGE_BOSS);
gBoss[1].code_event = 1000;
- gBoss[2].cond = 0x80;
+ gBoss[2].cond = NPCCOND_ALIVE;
+
gBoss[1].damage = 5;
gBoss[2].damage = 5;
for (i = 0; i < 8; ++i)
- SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
break;
- case 20:
- boss->act_no = 21;
+ case BALFROG_INITIALIZE_FLICKER:
+ boss->act_no = BALFROG_FLICKER;
boss->act_wait = 0;
// Fallthrough
- case 21:
+ case BALFROG_FLICKER:
if (++boss->act_wait / 2 % 2)
- boss->ani_no = 3;
+ boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
else
- boss->ani_no = 0;
+ boss->ani_no = BALFROG_SPRITE_NOTHING;
break;
- case 100:
- boss->act_no = 101;
+ case BALFROG_WAIT:
+ boss->act_no = BALFROG_INITIALIZE_HOP_1;
boss->act_wait = 0;
- boss->ani_no = 1;
+ boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
boss->xm = 0;
// Fallthrough
- case 101:
- if (++boss->act_wait > 50)
+ case BALFROG_INITIALIZE_HOP_1:
+ if (++boss->act_wait > SECONDS_TO_FRAMES(1))
{
- boss->act_no = 102;
+ boss->act_no = BALFROG_INITIALIZE_HOP_2;
boss->ani_wait = 0;
- boss->ani_no = 2;
+ boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
}
break;
- case 102:
+ case BALFROG_INITIALIZE_HOP_2:
if (++boss->ani_wait > 10)
{
- boss->act_no = 103;
+ boss->act_no = BALFROG_HOP;
boss->ani_wait = 0;
- boss->ani_no = 1;
+ boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
}
break;
- case 103:
+ case BALFROG_HOP:
if (++boss->ani_wait > 4)
{
- boss->act_no = 104;
- boss->ani_no = 5;
- boss->ym = -0x400;
+ boss->act_no = BALFROG_MIDAIR;
+ boss->ani_no = BALFROG_SPRITE_JUMPING;
+ boss->ym = PIXELS_TO_UNITS(-2);
PlaySoundObject(25, 1);
- if (boss->direct == 0)
- boss->xm = -0x200;
+ if (boss->direct == DIR_LEFT)
+ boss->xm = PIXELS_TO_UNITS(-1);
else
- boss->xm = 0x200;
+ boss->xm = PIXELS_TO_UNITS(1);
- boss->view.top = 0x8000;
- boss->view.bottom = 0x3000;
+ boss->view.top = PIXELS_TO_UNITS(64);
+ boss->view.bottom = PIXELS_TO_UNITS(24);
}
break;
- case 104:
- if (boss->direct == 0 && boss->flag & 1)
+ case BALFROG_MIDAIR:
+ if (boss->direct == DIR_LEFT && boss->flag & COLL_LEFT_WALL)
{
- boss->direct = 2;
- boss->xm = 0x200;
+ boss->direct = DIR_RIGHT;
+ boss->xm = PIXELS_TO_UNITS(1);
}
- if (boss->direct == 2 && boss->flag & 4)
+ if (boss->direct == DIR_RIGHT && boss->flag & COLL_RIGHT_WALL)
{
- boss->direct = 0;
- boss->xm = -0x200;
+ boss->direct = DIR_LEFT;
+ boss->xm = PIXELS_TO_UNITS(-1);
}
- if (boss->flag & 8)
+ if (boss->flag & COLL_GROUND)
{
- PlaySoundObject(26, 1);
+ PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
SetQuake(30);
- boss->act_no = 100;
- boss->ani_no = 1;
- boss->view.top = 0x6000;
- boss->view.bottom = 0x2000;
+ boss->act_no = BALFROG_WAIT;
+ boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
+ boss->view.top = PIXELS_TO_UNITS(48);
+ boss->view.bottom = PIXELS_TO_UNITS(16);
- if (boss->direct == 0 && boss->x < gMC.x)
+ if (boss->direct == DIR_LEFT && boss->x < gMC.x)
{
- boss->direct = 2;
- boss->act_no = 110;
+ boss->direct = DIR_RIGHT;
+ boss->act_no = BALFROG_INITIALIZE_LAND;
}
- if (boss->direct == 2 && boss->x > gMC.x)
+ if (boss->direct == DIR_RIGHT && boss->x > gMC.x)
{
- boss->direct = 0;
- boss->act_no = 110;
+ boss->direct = DIR_LEFT;
+ boss->act_no = BALFROG_INITIALIZE_LAND;
}
- SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
+ SetNpChar(110, TILES_TO_UNITS(Random(4, 16)), TILES_TO_UNITS(Random(0, 4)), 0, 0, DIR_AUTO, NULL, 0x80);
for (i = 0; i < 4; ++i)
- SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + boss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + boss->hit.bottom, Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
}
break;
- case 110:
- boss->ani_no = 1;
+ case BALFROG_INITIALIZE_LAND:
+ boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
boss->act_wait = 0;
- boss->act_no = 111;
+ boss->act_no = BALFROG_LAND;
// Fallthrough
- case 111:
+ case BALFROG_LAND:
++boss->act_wait;
boss->xm = 8 * boss->xm / 9;
- if (boss->act_wait > 50)
+ if (boss->act_wait > SECONDS_TO_FRAMES(1))
{
- boss->ani_no = 2;
+ boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_wait = 0;
- boss->act_no = 112;
+ boss->act_no = BALFROG_INITIALIZE_SHOOT;
}
break;
- case 112:
+ case BALFROG_INITIALIZE_SHOOT:
if (++boss->ani_wait > 4)
{
- boss->act_no = 113;
+ boss->act_no = BALFROG_SHOOT;
boss->act_wait = 0;
- boss->ani_no = 3;
+ boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
boss->count1 = 16;
gBoss[1].bits |= NPC_SHOOTABLE;
boss->tgt_x = boss->life;
@@ -288,18 +335,18 @@
break;
- case 113:
+ case BALFROG_SHOOT:
if (boss->shock)
{
if (boss->count2++ / 2 % 2)
- boss->ani_no = 4;
+ boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING;
else
- boss->ani_no = 3;
+ boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
}
else
{
boss->count2 = 0;
- boss->ani_no = 3;
+ boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
}
boss->xm = 10 * boss->xm / 11;
@@ -309,28 +356,28 @@
boss->act_wait = 0;
--boss->count1;
- if (boss->direct == 0)
- deg = GetArktan(boss->x - 0x4000 - gMC.x, boss->y - 0x1000 - gMC.y);
+ if (boss->direct == DIR_LEFT)
+ deg = GetArktan(boss->x - TILES_TO_UNITS(2) - gMC.x, boss->y - PIXELS_TO_UNITS(8) - gMC.y);
else
- deg = GetArktan(boss->x + 0x4000 - gMC.x, boss->y - 0x1000 - gMC.y);
+ deg = GetArktan(boss->x + TILES_TO_UNITS(2) - gMC.x, boss->y - PIXELS_TO_UNITS(8) - gMC.y);
- deg += (unsigned char)Random(-16, 16);
+ deg += (unsigned char)Random(-0x10, 0x10);
ym = GetSin(deg);
xm = GetCos(deg);
- if (boss->direct == 0)
- SetNpChar(108, boss->x - 0x4000, boss->y - 0x1000, xm, ym, 0, 0, 0x100);
+ if (boss->direct == DIR_LEFT)
+ SetNpChar(NPC_PROJECTILE_BALFROG_SPITBALL, boss->x - TILES_TO_UNITS(2), boss->y - PIXELS_TO_UNITS(8), xm, ym, DIR_LEFT, NULL, 0x100);
else
- SetNpChar(108, boss->x + 0x4000, boss->y - 0x1000, xm, ym, 0, 0, 0x100);
+ SetNpChar(NPC_PROJECTILE_BALFROG_SPITBALL, boss->x + TILES_TO_UNITS(2), boss->y - PIXELS_TO_UNITS(8), xm, ym, DIR_LEFT, NULL, 0x100);
- PlaySoundObject(39, 1);
+ PlaySoundObject(SND_ENEMY_SHOOT_PROJETILE, 1);
if (boss->count1 == 0 || boss->life < boss->tgt_x - 90)
{
- boss->act_no = 114;
+ boss->act_no = BALFROG_AFTER_SHOOT_WAIT;
boss->act_wait = 0;
- boss->ani_no = 2;
+ boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
boss->ani_wait = 0;
gBoss[1].bits &= ~NPC_SHOOTABLE;
}
@@ -338,188 +385,188 @@
break;
- case 114:
+ case BALFROG_AFTER_SHOOT_WAIT:
if (++boss->ani_wait > 10)
{
if (++gBoss[1].count1 > 2)
{
gBoss[1].count1 = 0;
- boss->act_no = 120;
+ boss->act_no = BALFROG_INITIALIZE_LEAP_1;
}
else
{
- boss->act_no = 100;
+ boss->act_no = BALFROG_WAIT;
}
boss->ani_wait = 0;
- boss->ani_no = 1;
+ boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
}
break;
- case 120:
- boss->act_no = 121;
+ case BALFROG_INITIALIZE_LEAP_1:
+ boss->act_no = BALFROG_INITIALIZE_LEAP_2;
boss->act_wait = 0;
- boss->ani_no = 1;
+ boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
boss->xm = 0;
// Fallthrough
- case 121:
- if (++boss->act_wait > 50)
+ case BALFROG_INITIALIZE_LEAP_2:
+ if (++boss->act_wait > SECONDS_TO_FRAMES(1))
{
- boss->act_no = 122;
+ boss->act_no = BALFROG_INITIALIZE_LEAP_3;
boss->ani_wait = 0;
- boss->ani_no = 2;
+ boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
}
break;
- case 122:
+ case BALFROG_INITIALIZE_LEAP_3:
if (++boss->ani_wait > 20)
{
- boss->act_no = 123;
+ boss->act_no = BALFROG_LEAP;
boss->ani_wait = 0;
- boss->ani_no = 1;
+ boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
}
break;
- case 123:
+ case BALFROG_LEAP:
if (++boss->ani_wait > 4)
{
- boss->act_no = 124;
- boss->ani_no = 5;
- boss->ym = -0xA00;
- boss->view.top = 0x8000;
- boss->view.bottom = 0x3000;
- PlaySoundObject(25, 1);
+ boss->act_no = BALFROG_LEAP_MIDAIR;
+ boss->ani_no = BALFROG_SPRITE_JUMPING;
+ boss->ym = PIXELS_TO_UNITS(-5);
+ boss->view.top = PIXELS_TO_UNITS(64);
+ boss->view.bottom = PIXELS_TO_UNITS(24);
+ PlaySoundObject(SND_SILLY_EXPLOSION, 1);
}
break;
- case 124:
- if (boss->flag & 8)
+ case BALFROG_LEAP_MIDAIR:
+ if (boss->flag & COLL_GROUND)
{
- PlaySoundObject(26, 1);
+ PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
SetQuake(60);
- boss->act_no = 100;
- boss->ani_no = 1;
- boss->view.top = 0x6000;
- boss->view.bottom = 0x2000;
+ boss->act_no = BALFROG_WAIT;
+ boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
+ boss->view.top = PIXELS_TO_UNITS(48);
+ boss->view.bottom = PIXELS_TO_UNITS(16);
for (i = 0; i < 2; ++i)
- SetNpChar(104, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
+ SetNpChar(NPC_ENEMY_FROG, TILES_TO_UNITS(Random(4, 16)), TILES_TO_UNITS(Random(0, 4)), 0, 0, DIR_AUTO, NULL, 0x80);
for (i = 0; i < 6; ++i)
- SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
+ SetNpChar(NPC_ENEMY_PUCHI, TILES_TO_UNITS(Random(4, 16)), TILES_TO_UNITS(Random(0, 4)), 0, 0, DIR_AUTO, NULL, 0x80);
for (i = 0; i < 8; ++i)
- SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + boss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + boss->hit.bottom, Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
- if (boss->direct == 0 && boss->x < gMC.x)
+ if (boss->direct == DIR_LEFT && boss->x < gMC.x)
{
- boss->direct = 2;
- boss->act_no = 110;
+ boss->direct = DIR_RIGHT;
+ boss->act_no = BALFROG_INITIALIZE_LAND;
}
- if (boss->direct == 2 && boss->x > gMC.x)
+ if (boss->direct == DIR_RIGHT && boss->x > gMC.x)
{
- boss->direct = 0;
- boss->act_no = 110;
+ boss->direct = DIR_LEFT;
+ boss->act_no = BALFROG_INITIALIZE_LAND;
}
}
break;
- case 130:
- boss->act_no = 131;
- boss->ani_no = 3;
+ case BALFROG_DIE:
+ boss->act_no = BALFROG_DIE_FLASHING;
+ boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
boss->act_wait = 0;
boss->xm = 0;
- PlaySoundObject(72, 1);
+ PlaySoundObject(SND_EXPLOSION, 1);
for (i = 0; i < 8; ++i)
- SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
gBoss[1].cond = 0;
gBoss[2].cond = 0;
// Fallthrough
- case 131:
+ case BALFROG_DIE_FLASHING:
if (++boss->act_wait % 5 == 0)
- SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
if (boss->act_wait / 2 % 2)
- boss->x -= 0x200;
+ boss->x -= PIXELS_TO_UNITS(1);
else
- boss->x += 0x200;
+ boss->x += PIXELS_TO_UNITS(1);
- if (boss->act_wait > 100)
+ if (boss->act_wait > SECONDS_TO_FRAMES(2))
{
boss->act_wait = 0;
- boss->act_no = 132;
+ boss->act_no = BALFROG_REVERT;
}
break;
- case 132:
+ case BALFROG_REVERT:
if (++boss->act_wait / 2 % 2)
{
- boss->view.front = 0x2800;
- boss->view.top = 0x1800;
- boss->view.back = 0x2800;
- boss->view.bottom = 0x1800;
- boss->ani_no = 6;
+ boss->view.front = PIXELS_TO_UNITS(20);
+ boss->view.top = PIXELS_TO_UNITS(12);
+ boss->view.back = PIXELS_TO_UNITS(20);
+ boss->view.bottom = PIXELS_TO_UNITS(12);
+ boss->ani_no = BALFROG_SPRITE_BALROG_WHITE;
}
else
{
- boss->view.front = 0x6000;
- boss->view.top = 0x6000;
- boss->view.back = 0x4000;
- boss->view.bottom = 0x2000;
- boss->ani_no = 3;
+ boss->view.front = PIXELS_TO_UNITS(48);
+ boss->view.top = PIXELS_TO_UNITS(48);
+ boss->view.back = PIXELS_TO_UNITS(32);
+ boss->view.bottom = PIXELS_TO_UNITS(16);
+ boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
}
if (boss->act_wait % 9 == 0)
- SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
- if (boss->act_wait > 150)
+ if (boss->act_wait > SECONDS_TO_FRAMES(3))
{
- boss->act_no = 140;
- boss->hit.bottom = 0x1800;
+ boss->act_no = BALFROG_NOP_START;
+ boss->hit.bottom = PIXELS_TO_UNITS(12);
}
break;
- case 140:
- boss->act_no = 141;
+ case BALFROG_NOP_START:
+ boss->act_no = BALFROG_NOP;
// Fallthrough
- case 141:
- if (boss->flag & 8)
+ case BALFROG_NOP:
+ if (boss->flag & COLL_GROUND)
{
- boss->act_no = 142;
+ boss->act_no = BALFROG_GO_INTO_CEILING;
boss->act_wait = 0;
- boss->ani_no = 7;
+ boss->ani_no = BALFROG_SPRITE_BALROG_CROUCHING;
}
break;
- case 142:
+ case BALFROG_GO_INTO_CEILING:
if (++boss->act_wait > 30)
{
- boss->ani_no = 8;
- boss->ym = -0xA00;
+ boss->ani_no = BALFROG_SPRITE_BALROG_JUMPING;
+ boss->ym = PIXELS_TO_UNITS(-5);
boss->bits |= NPC_IGNORE_SOLIDITY;
- boss->act_no = 143;
+ boss->act_no = BALFROG_GONE_INTO_CEILING;
}
break;
- case 143:
- boss->ym = -0xA00;
+ case BALFROG_GONE_INTO_CEILING:
+ boss->ym = PIXELS_TO_UNITS(-5);
if (boss->y < 0)
{
boss->cond = 0;
- PlaySoundObject(26, 1);
+ PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
SetQuake(30);
}
@@ -533,7 +580,7 @@
boss->x += boss->xm;
boss->y += boss->ym;
- if (boss->direct == 0)
+ if (boss->direct == DIR_LEFT)
boss->rect = rcLeft[boss->ani_no];
else
boss->rect = rcRight[boss->ani_no];
--- a/src/CommonDefines.h
+++ b/src/CommonDefines.h
@@ -2,3 +2,31 @@
#define WINDOW_WIDTH 320
#define WINDOW_HEIGHT 240
+
+#define TILES_TO_PIXELS(x) ((x) * 0x10)
+#define PIXELS_TO_TILES(x) ((x) / 0x10)
+#define PIXELS_TO_UNITS(x) ((x) * 0x200)
+#define UNITS_TO_PIXELS(x) ((x) / 0x200)
+#define TILES_TO_UNITS(x) (PIXELS_TO_UNITS(TILES_TO_PIXELS(x))) // * 0x2000
+#define UNITS_TO_TILES(x) (PIXELS_TO_TILES(UNITS_TO_PIXELS(x))) // / 0x2000
+
+#define SECONDS_TO_FRAMES(x) ((x) * 50)
+#define FRAMES_TO_SECONDS(x) ((x) / 50)
+
+enum Collisions
+{
+ COLL_LEFT_WALL = 1, // Touching a left wall
+ COLL_CEILING = 2, // Touching a ceiling
+ COLL_RIGHT_WALL = 4, // Touching a right wall
+ COLL_GROUND = 8, // Touching the ground
+ // To be continued
+};
+
+enum Direction
+{
+ DIR_LEFT = 0,
+ DIR_UP = 1,
+ DIR_RIGHT = 2,
+ DIR_DOWN = 3,
+ DIR_AUTO = 4
+};
--- a/src/NpChar.h
+++ b/src/NpChar.h
@@ -1,5 +1,6 @@
#pragma once
+#include "CommonDefines.h"
#include "WindowsWrapper.h"
#include "Draw.h"
@@ -6,6 +7,12 @@
#define NPC_MAX 0x200
+enum NPCCond
+{
+ NPCCOND_DAMAGE_BOSS = 0x10, // (gBoss npc exclusive) When set, damage the main boss
+ NPCCOND_ALIVE = 0x80 // Whether the NPC is alive or not
+};
+
// Be careful when changing these: they're baked into the 'npc.tbl' file
enum NPCFlags
{
@@ -24,6 +31,24 @@
NPC_INTERACTABLE = 1<<13, // Run event when interacted with
NPC_HIDE_WHEN_FLAG_SET = 1<<14, // Hide when flag is set
NPC_SHOW_DAMAGE = 1<<15 // Show the number of damage taken when harmed
+};
+
+enum NPCNames
+{
+ NPC_NULL = 0,
+ NPC_EXP = 1,
+ NPC_ENEMY_BEHEMOTH = 2,
+ NPC_DAMAGE_TEXT_HOLDER = 3,
+ NPC_SMOKE = 4,
+ // To be continued
+ NPC_ENEMY_FROG = 104,
+ NPC_SPEECH_BALLOON_HEY_LOW = 105,
+ NPC_SPEECH_BALLOON_HEY_HIGH = 106,
+ NPC_MALCO_UNDAMAGED = 107,
+ NPC_PROJECTILE_BALFROG_SPITBALL = 108,
+ NPC_MALCO_DAMAGED = 109,
+ NPC_ENEMY_PUCHI = 110,
+ // To be continued
};
struct NPCHAR
--- a/src/Sound.h
+++ b/src/Sound.h
@@ -13,7 +13,21 @@
#define SE_MAX 160 // According to the Organya source code release, this is the real name for this constant
-extern LPDIRECTSOUND lpDS;
+enum SoundEffectNames
+{
+ // To be continued
+ SND_SILLY_EXPLOSION = 25,
+ SND_LARGE_OBJECT_HIT_GROUND = 26,
+ // To be continued
+ SND_ENEMY_SHOOT_PROJETILE = 39,
+ // To be continued
+ SND_BEHEMOTH_LARGE_HURT = 52,
+ // To be continued
+ SND_EXPLOSION = 72,
+ // To be continued
+};
+
+extern LPDIRECTSOUND lpDS;
extern LPDIRECTSOUNDBUFFER lpSECONDARYBUFFER[SE_MAX];
BOOL InitDirectSound(HWND hwnd);