ref: d96d6cc7523b5e6226e1e97029b3b1807eca6564
parent: 97b8a3b4a29998e3d991d09eab8f838fa3795e92
parent: 10f69d115b4deaf5026d6f3d0853f4e25118152b
author: Cucky <44537737+cuckydev@users.noreply.github.com>
date: Sat Feb 9 05:19:38 EST 2019
Merge pull request #46 from Clownacy/master Fixed Japanese build
--- a/Makefile
+++ b/Makefile
@@ -1,9 +1,9 @@
ifeq ($(RELEASE), 1)
CXXFLAGS := -O3 -s
-FILENAME ?= release
+FILENAME_DEF = release
else
CXXFLAGS := -O0 -g
-FILENAME ?= debug
+FILENAME_DEF = debug
endif
ifeq ($(JAPANESE), 1)
@@ -10,12 +10,14 @@
CXXFLAGS += -DJAPANESE
LIBS += -liconv
ifeq ($(RELEASE), 1)
- FILENAME ?= releasejp
+ FILENAME_DEF = releasejp
else
- FILENAME ?= debugjp
+ FILENAME_DEF = debugjp
endif
endif
+FILENAME ?= $(FILENAME_DEF)
+
ifeq ($(FIX_BUGS), 1)
CXXFLAGS += -DFIX_BUGS
endif
@@ -42,6 +44,7 @@
Back \
Boss \
BossAlmo1 \
+ BossAlmo2 \
BossFrog \
BossIronH \
BossLife \
--- a/src/Boss.cpp
+++ b/src/Boss.cpp
@@ -5,6 +5,7 @@
#include "Boss.h"
#include "BossAlmo1.h"
+#include "BossAlmo2.h"
#include "BossFrog.h"
#include "BossIronH.h"
#include "BossOhm.h"
@@ -196,7 +197,7 @@
ActBossChar_Core,
ActBossChar_Ironhead,
ActBossChar_Twin,
- nullptr, //ActBossChar_Undead,
+ ActBossChar_Undead,
nullptr, //ActBossChar_Press,
nullptr, //ActBossChar_Ballos
};
--- /dev/null
+++ b/src/BossAlmo2.cpp
@@ -1,0 +1,737 @@
+#include "BossAlmo2.h"
+
+#include "Boss.h"
+#include "Flash.h"
+#include "Frame.h"
+#include "Game.h"
+#include "Map.h"
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Sound.h"
+#include "Triangle.h"
+#include "WindowsWrapper.h"
+
+static void ActBossCharA_Head(NPCHAR *npc)
+{
+ RECT rect[4];
+
+ rect[0] = {0, 0, 72, 112};
+ rect[1] = {0, 112, 72, 224};
+ rect[2] = {160, 0, 232, 112};
+ rect[3] = {0, 0, 0, 0};
+
+ switch (npc->act_no)
+ {
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 2;
+ npc->bits = 8;
+ npc->view.front = 0x4800;
+ npc->view.top = 0x7000;
+ // Fallthrough
+ case 11:
+ npc->x = gBoss[0].x - 0x4800;
+ npc->y = gBoss[0].y;
+ break;
+
+ case 50:
+ npc->act_no = 51;
+ npc->act_wait = 112;
+ // Fallthrough
+ case 51:
+ if (--npc->act_wait == 0)
+ {
+ npc->act_no = 100;
+ npc->ani_no = 3;
+ }
+
+ break;
+
+ case 100:
+ npc->ani_no = 3;
+ break;
+ }
+
+ npc->rect = rect[npc->ani_no];
+
+ if (npc->act_no == 51)
+ npc->rect.bottom = npc->act_wait + npc->rect.top;
+}
+
+static void ActBossCharA_Tail(NPCHAR *npc)
+{
+ RECT rect[3];
+
+ rect[0] = {72, 0, 160, 112};
+ rect[1] = {72, 112, 160, 224};
+ rect[2] = {0, 0, 0, 0};
+
+ switch (npc->act_no)
+ {
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 0;
+ npc->bits = 8;
+ npc->view.front = 0x5800;
+ npc->view.top = 0x7000;
+ // Fallthrough
+ case 11:
+ npc->x = gBoss[0].x + 0x5800;
+ npc->y = gBoss[0].y;
+ break;
+
+ case 50:
+ npc->act_no = 51;
+ npc->act_wait = 112;
+ // Fallthrough
+ case 51:
+ if (--npc->act_wait == 0)
+ {
+ npc->act_no = 100;
+ npc->ani_no = 2;
+ }
+
+ break;
+
+ case 100:
+ npc->ani_no = 2;
+ break;
+ }
+
+ npc->rect = rect[npc->ani_no];
+
+ if (npc->act_no == 51)
+ npc->rect.bottom = npc->act_wait + npc->rect.top;
+}
+
+static void ActBossCharA_Face(NPCHAR *npc)
+{
+ RECT rect[5];
+
+ rect[0] = {0, 0, 0, 0};
+ rect[1] = {160, 112, 232, 152};
+ rect[2] = {160, 152, 232, 192};
+ rect[3] = {160, 192, 232, 232};
+ rect[4] = {248, 160, 320, 200};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->ani_no = 0;
+ break;
+
+ case 10:
+ npc->ani_no = 1;
+ break;
+
+ case 20:
+ npc->ani_no = 2;
+ break;
+
+ case 30:
+ npc->act_no = 31;
+ npc->ani_no = 3;
+ npc->act_wait = 100;
+ // Fallthrough
+ case 31:
+ if (++npc->act_wait > 300)
+ npc->act_wait = 0;
+
+ if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 1)
+ PlaySoundObject(26, 1);
+
+ if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 7)
+ {
+ SetNpChar(293, npc->x, npc->y, 0, 0, 0, 0, 0x80);
+ PlaySoundObject(101, 1);
+ }
+
+ if (npc->act_wait == 200)
+ PlaySoundObject(116, 1);
+
+ if (npc->act_wait > 200 && npc->act_wait % 2)
+ npc->ani_no = 4;
+ else
+ npc->ani_no = 3;
+
+ break;
+ }
+
+ npc->view.back = 0x4800;
+ npc->view.front = 0x4800;
+ npc->view.top = 0x2800;
+
+ npc->x = gBoss[0].x - 0x4800;
+ npc->y = gBoss[0].y + 0x800;
+
+ npc->bits = 8;
+
+ npc->rect = rect[npc->ani_no];
+}
+
+static void ActBossCharA_Mini(NPCHAR *npc)
+{
+ RECT rect[3];
+
+ rect[0] = {256, 0, 320, 40};
+ rect[1] = {256, 40, 320, 80};
+ rect[2] = {256, 80, 320, 120};
+
+ if (npc->cond)
+ {
+ npc->life = 1000;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->bits &= ~0x20;
+ break;
+
+ case 5:
+ npc->ani_no = 0;
+ npc->bits &= ~0x20;
+ ++npc->count2;
+ npc->count2 &= 0xFF;
+ break;
+
+ case 10:
+ npc->ani_no = 0;
+ npc->bits &= ~0x20;
+ npc->count2 += 2;
+ npc->count2 &= 0xFF;
+ break;
+
+ case 20:
+ npc->ani_no = 1;
+ npc->bits &= ~0x20;
+ npc->count2 += 2;
+ npc->count2 &= 0xFF;
+ break;
+
+ case 30:
+ npc->ani_no = 0;
+ npc->bits &= ~0x20;
+ npc->count2 += 4;
+ npc->count2 &= 0xFF;
+ break;
+
+ case 200:
+ npc->act_no = 201;
+ npc->ani_no = 2;
+ npc->xm = 0;
+ npc->ym = 0;
+ // Fallthrough
+ case 201:
+ npc->xm += 0x20;
+
+ npc->x += npc->xm;
+
+ if (npc->x > (gMap.width + 2) * 0x2000)
+ npc->cond = 0;
+
+ break;
+ }
+
+ if (npc->act_no < 50)
+ {
+ int deg;
+
+ if (npc->count1)
+ deg = npc->count2 + 0x80;
+ else
+ deg = npc->count2 + 0x180;
+
+ npc->x = npc->pNpc->x + 0x30 * GetCos(deg / 2) - 0x1000;
+ npc->y = npc->pNpc->y + 0x50 * GetSin(deg / 2);
+ }
+
+ npc->rect = rect[npc->ani_no];
+ }
+}
+
+static void ActBossCharA_Hit(NPCHAR *npc)
+{
+ switch (npc->count1)
+ {
+ case 0:
+ npc->x = gBoss[0].x;
+ npc->y = gBoss[0].y - 0x4000;
+ break;
+
+ case 1:
+ npc->x = gBoss[0].x + 0x3800;
+ npc->y = gBoss[0].y;
+ break;
+
+ case 2:
+ npc->x = gBoss[0].x + 0x800;
+ npc->y = gBoss[0].y + 0x4000;
+ break;
+
+ case 3:
+ npc->x = gBoss[0].x - 0x3800;
+ npc->y = gBoss[0].y + 0x800;
+ break;
+ }
+}
+
+void ActBossChar_Undead(void)
+{
+ static int life;
+ static unsigned char flash;
+
+ BOOL bShock = FALSE;
+
+ switch (gBoss[0].act_no)
+ {
+ case 1:
+ gBoss[0].act_no = 10;
+ gBoss[0].exp = 1;
+ gBoss[0].cond = 0x80;
+ gBoss[0].bits = 0x800C;
+ gBoss[0].life = 700;
+ gBoss[0].hit_voice = 114;
+ gBoss[0].x = 0x4A000;
+ gBoss[0].y = 0xF000;
+ gBoss[0].xm = 0;
+ gBoss[0].ym = 0;
+ gBoss[0].code_event = 1000;
+ gBoss[0].bits |= 0x200;
+
+ gBoss[3].cond = 0x80;
+ gBoss[3].act_no = 0;
+
+ gBoss[4].cond = 0x80;
+ gBoss[4].act_no = 10;
+
+ gBoss[5].cond = 0x80;
+ gBoss[5].act_no = 10;
+
+ gBoss[8].cond = 0x80;
+ gBoss[8].bits = 8;
+ gBoss[8].view.front = 0;
+ gBoss[8].view.top = 0;
+ gBoss[8].hit.back = 0x5000;
+ gBoss[8].hit.top = 0x2000;
+ gBoss[8].hit.bottom = 0x2000;
+ gBoss[8].count1 = 0;
+
+ gBoss[9] = gBoss[8];
+ gBoss[9].hit.back = 0x4800;
+ gBoss[9].hit.top = 0x3000;
+ gBoss[9].hit.bottom = 0x3000;
+ gBoss[9].count1 = 1;
+
+ gBoss[10] = gBoss[8];
+ gBoss[10].hit.back = 0x5800;
+ gBoss[10].hit.top = 0x1000;
+ gBoss[10].hit.bottom = 0x1000;
+ gBoss[10].count1 = 2;
+
+ gBoss[11] = gBoss[8];
+ gBoss[11].cond |= 0x10;
+ gBoss[11].hit.back = 0x2800;
+ gBoss[11].hit.top = 0x2800;
+ gBoss[11].hit.bottom = 0x2800;
+ gBoss[11].count1 = 3;
+
+ gBoss[1].cond = 0x80;
+ gBoss[1].act_no = 0;
+ gBoss[1].bits = 40;
+ gBoss[1].life = 1000;
+ gBoss[1].hit_voice = 54;
+ gBoss[1].hit.back = 0x3000;
+ gBoss[1].hit.top = 0x2000;
+ gBoss[1].hit.bottom = 0x2000;
+ gBoss[1].view.front = 0x4000;
+ gBoss[1].view.top = 0x2800;
+ gBoss[1].pNpc = gBoss;
+
+ gBoss[2] = gBoss[1];
+ gBoss[2].count2 = 0x80;
+
+ gBoss[6] = gBoss[1];
+ gBoss[6].count1 = 1;
+
+ gBoss[7] = gBoss[1];
+ gBoss[7].count1 = 1;
+ gBoss[7].count2 = 0x80;
+
+ life = gBoss[0].life;
+
+ break;
+
+ case 15:
+ gBoss[0].act_no = 16;
+ bShock = TRUE;
+ gBoss[0].direct = 0;
+ gBoss[3].act_no = 10;
+ gBoss[4].ani_no = 0;
+ break;
+
+ case 20:
+ gBoss[0].act_no = 210;
+ bShock = TRUE;
+ gBoss[0].direct = 0;
+ gBoss[1].act_no = 5;
+ gBoss[2].act_no = 5;
+ gBoss[6].act_no = 5;
+ gBoss[7].act_no = 5;
+ break;
+
+ case 200:
+ gBoss[0].act_no = 201;
+ gBoss[0].act_wait = 0;
+ gBoss[3].act_no = 0;
+ gBoss[4].ani_no = 2;
+ gBoss[5].ani_no = 0;
+ gBoss[8].bits &= ~4;
+ gBoss[9].bits &= ~4;
+ gBoss[10].bits &= ~4;
+ gBoss[11].bits &= ~0x20;
+ gSuperYpos = 0;
+ CutNoise();
+ bShock = TRUE;
+ // Fallthrough
+ case 201:
+ ++gBoss[0].act_wait;
+
+ if ((gBoss[0].direct == 2 || gBoss[0].ani_no > 0 || gBoss[0].life < 200) && gBoss[0].act_wait > 200)
+ {
+ ++gBoss[0].count1;
+ PlaySoundObject(115, 1);
+
+ if (gBoss[0].life < 200)
+ {
+ gBoss[0].act_no = 230;
+ }
+ else
+ {
+ if ( gBoss[0].count1 <= 2 )
+ gBoss[0].act_no = 210;
+ else
+ gBoss[0].act_no = 220;
+ }
+ }
+
+ break;
+
+ case 210:
+ gBoss[0].act_no = 211;
+ gBoss[0].act_wait = 0;
+ gBoss[3].act_no = 10;
+ gBoss[8].bits |= 4;
+ gBoss[9].bits |= 4;
+ gBoss[10].bits |= 4;
+ gBoss[11].bits |= 0x20;
+ life = gBoss[0].life;
+ bShock = TRUE;
+ // Fallthrough
+ case 211:
+ ++flash;
+
+ if (gBoss[0].shock && (flash >> 1) & 1)
+ {
+ gBoss[4].ani_no = 1;
+ gBoss[5].ani_no = 1;
+ }
+ else
+ {
+ gBoss[4].ani_no = 0;
+ gBoss[5].ani_no = 0;
+ }
+
+ if (++gBoss[0].act_wait % 100 == 1)
+ {
+ gCurlyShoot_wait = Random(80, 100);
+ gCurlyShoot_x = gBoss[11].x;
+ gCurlyShoot_y = gBoss[11].y;
+ }
+
+ if (gBoss[0].act_wait < 300)
+ {
+ if (gBoss[0].act_wait % 120 == 1)
+ SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20);
+
+ if (gBoss[0].act_wait % 120 == 61)
+ SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20);
+ }
+
+ if (gBoss[0].life < life - 50 || gBoss[0].act_wait > 400)
+ gBoss[0].act_no = 200;
+
+ break;
+
+ case 220:
+ gBoss[0].act_no = 221;
+ gBoss[0].act_wait = 0;
+ gBoss[0].count1 = 0;
+ gSuperYpos = 1;
+ gBoss[3].act_no = 20;
+ gBoss[8].bits |= 4;
+ gBoss[9].bits |= 4;
+ gBoss[10].bits |= 4;
+ gBoss[11].bits |= 0x20;
+ SetQuake(100);
+ life = gBoss[0].life;
+ bShock = TRUE;
+ // Fallthrough
+ case 221:
+ if (++gBoss[0].act_wait % 40 == 1)
+ {
+ int x;
+ int y;
+
+ switch (Random(0, 3))
+ {
+ case 0:
+ x = gBoss[1].x;
+ y = gBoss[1].y;
+ break;
+ case 1:
+ x = gBoss[2].x;
+ y = gBoss[2].y;
+ break;
+ case 2:
+ x = gBoss[6].x;
+ y = gBoss[6].y;
+ break;
+ case 3:
+ x = gBoss[7].x;
+ y = gBoss[7].y;
+ break;
+ }
+
+ PlaySoundObject(25, 1);
+ SetNpChar(285, x - 0x2000, y, 0, 0, 0, 0, 0x100);
+ SetNpChar(285, x - 0x2000, y, 0, 0, 0x400, 0, 0x100);
+ }
+
+ ++flash;
+
+ if (gBoss[0].shock && (flash >> 1) & 1)
+ {
+ gBoss[4].ani_no = 1;
+ gBoss[5].ani_no = 1;
+ }
+ else
+ {
+ gBoss[4].ani_no = 0;
+ gBoss[5].ani_no = 0;
+ }
+
+ if (gBoss[0].life < life - 150 || gBoss[0].act_wait > 400 || gBoss[0].life < 200)
+ gBoss[0].act_no = 200;
+
+ break;
+
+ case 230:
+ gBoss[0].act_no = 231;
+ gBoss[0].act_wait = 0;
+ gBoss[3].act_no = 30;
+ gBoss[8].bits |= 4;
+ gBoss[9].bits |= 4;
+ gBoss[10].bits |= 4;
+ gBoss[11].bits |= 0x20;
+ PlaySoundObject(25, 1);
+ SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0, 0, 0x100);
+ SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0x400, 0, 0x100);
+ SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0, 0, 0x100);
+ SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0x400, 0, 0x100);
+ SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0, 0, 0x100);
+ SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0x400, 0, 0x100);
+ life = gBoss[0].life;
+ bShock = TRUE;
+ // Fallthrough
+ case 231:
+ ++flash;
+
+ if (gBoss[0].shock && (flash >> 1) & 1)
+ {
+ gBoss[4].ani_no = 1;
+ gBoss[5].ani_no = 1;
+ }
+ else
+ {
+ gBoss[4].ani_no = 0;
+ gBoss[5].ani_no = 0;
+ }
+
+ if (++gBoss[0].act_wait % 100 == 1)
+ {
+ gCurlyShoot_wait = Random(80, 100);
+ gCurlyShoot_x = gBoss[11].x;
+ gCurlyShoot_y = gBoss[11].y;
+ }
+
+ if (gBoss[0].act_wait % 120 == 1)
+ SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20);
+
+ if (gBoss[0].act_wait % 120 == 61)
+ SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20);
+
+ break;
+
+ case 500:
+ CutNoise();
+ gBoss[0].act_no = 501;
+ gBoss[0].act_wait = 0;
+ gBoss[0].xm = 0;
+ gBoss[0].ym = 0;
+ gBoss[3].act_no = 0;
+ gBoss[4].ani_no = 2;
+ gBoss[5].ani_no = 0;
+ gBoss[1].act_no = 5;
+ gBoss[2].act_no = 5;
+ gBoss[6].act_no = 5;
+ gBoss[7].act_no = 5;
+ SetQuake(20);
+
+ for (int i = 0; i < 100; ++i)
+ SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0);
+
+ DeleteNpCharCode(282, 1);
+ gBoss[11].bits &= ~0x20;
+
+ for (int i = 0; i < 12; ++i)
+ gBoss[i].bits &= ~4;
+ // Fallthrough
+ case 501:
+ if (++gBoss[0].act_wait & 0xF)
+ SetNpChar(4, gBoss[0].x + (Random(-0x40, 0x40) * 0x200), gBoss[0].y + (Random(-0x20, 0x20) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
+
+ gBoss[0].x += 0x40;
+ gBoss[0].y += 0x80;
+
+ if (gBoss[0].act_wait > 200)
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 1000;
+ }
+
+ break;
+
+ case 1000:
+ SetQuake(100);
+
+ if (++gBoss[0].act_wait % 8 == 0)
+ PlaySoundObject(44, 1);
+
+ SetDestroyNpChar(gBoss[0].x + (Random(-0x48, 0x48) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), 1, 1);
+
+ if (gBoss[0].act_wait > 100)
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 1001;
+ SetFlash(gBoss[0].x, gBoss[0].y, 1);
+ PlaySoundObject(35, 1);
+ }
+
+ break;
+
+ case 1001:
+ SetQuake(40);
+
+ if (++gBoss[0].act_wait > 50)
+ {
+ for (int i = 0; i < 20; ++i)
+ gBoss[i].cond = 0;
+
+ DeleteNpCharCode(158, 1);
+ DeleteNpCharCode(301, 1);
+ }
+
+ break;
+ }
+
+ if (bShock)
+ {
+ SetQuake(20);
+
+ if (gBoss[0].act_no == 201)
+ {
+ gBoss[7].act_no = 10;
+ gBoss[6].act_no = 10;
+ gBoss[2].act_no = 10;
+ gBoss[1].act_no = 10;
+ }
+
+ if (gBoss[0].act_no == 221)
+ {
+ gBoss[7].act_no = 20;
+ gBoss[6].act_no = 20;
+ gBoss[2].act_no = 20;
+ gBoss[1].act_no = 20;
+ }
+
+ if (gBoss[0].act_no == 231)
+ {
+ gBoss[7].act_no = 30;
+ gBoss[6].act_no = 30;
+ gBoss[2].act_no = 30;
+ gBoss[1].act_no = 30;
+ }
+
+ PlaySoundObject(26, 1);
+
+ for (int i = 0; i < 8; ++i)
+ SetNpChar(4, gBoss[4].x + (Random(-0x20, 0x10) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, 0, 0x100);
+ }
+
+ if (gBoss[0].act_no >= 200 && gBoss[0].act_no < 300)
+ {
+ if (gBoss[0].x < 0x18000)
+ gBoss[0].direct = 2;
+ if (gBoss[0].x > (gMap.width - 4) * 0x2000)
+ gBoss[0].direct = 0;
+
+ if (gBoss[0].direct == 0)
+ gBoss[0].xm -= 4;
+ else
+ gBoss[0].xm += 4;
+ }
+
+ switch (gBoss[0].act_no)
+ {
+ case 201:
+ case 211:
+ case 221:
+ case 231:
+ if (++gBoss[0].count2 == 150)
+ {
+ gBoss[0].count2 = 0;
+ SetNpChar(282, (gMap.width * 0x2000) + 0x40, (Random(-1, 3) + 10) * 0x2000, 0, 0, 0, 0, 0x30);
+ }
+ else if (gBoss[0].count2 == 75)
+ {
+ SetNpChar(282, (gMap.width * 0x2000) + 0x40, (Random(-3, 0) + 3) * 0x2000, 0, 0, 0, 0, 0x30);
+ }
+
+ break;
+ }
+
+ if (gBoss[0].xm > 0x80)
+ gBoss[0].xm = 0x80;
+ if (gBoss[0].xm < -0x80)
+ gBoss[0].xm = -0x80;
+
+ if (gBoss[0].ym > 0x80)
+ gBoss[0].ym = 0x80;
+ if (gBoss[0].ym < -0x80)
+ gBoss[0].ym = -0x80;
+
+ gBoss[0].x += gBoss[0].xm;
+ gBoss[0].y += gBoss[0].ym;
+
+ ActBossCharA_Face(&gBoss[3]);
+ ActBossCharA_Head(&gBoss[4]);
+ ActBossCharA_Tail(&gBoss[5]);
+ ActBossCharA_Mini(&gBoss[1]);
+ ActBossCharA_Mini(&gBoss[2]);
+ ActBossCharA_Mini(&gBoss[6]);
+ ActBossCharA_Mini(&gBoss[7]);
+ ActBossCharA_Hit(&gBoss[8]);
+ ActBossCharA_Hit(&gBoss[9]);
+ ActBossCharA_Hit(&gBoss[10]);
+ ActBossCharA_Hit(&gBoss[11]);
+}
--- /dev/null
+++ b/src/BossAlmo2.h
@@ -1,0 +1,3 @@
+#pragma once
+
+void ActBossChar_Undead(void);
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -281,9 +281,22 @@
void ActNpc276(NPCHAR *npc);
void ActNpc277(NPCHAR *npc);
void ActNpc278(NPCHAR *npc);
-
+void ActNpc279(NPCHAR *npc);
+void ActNpc280(NPCHAR *npc);
+void ActNpc281(NPCHAR *npc);
+void ActNpc282(NPCHAR *npc);
+void ActNpc283(NPCHAR *npc);
+void ActNpc284(NPCHAR *npc);
+void ActNpc285(NPCHAR *npc);
+void ActNpc286(NPCHAR *npc);
+void ActNpc287(NPCHAR *npc);
+void ActNpc288(NPCHAR *npc);
+void ActNpc289(NPCHAR *npc);
+void ActNpc290(NPCHAR *npc);
+void ActNpc291(NPCHAR *npc);
void ActNpc292(NPCHAR *npc);
-
+void ActNpc293(NPCHAR *npc);
+void ActNpc294(NPCHAR *npc);
void ActNpc295(NPCHAR *npc);
void ActNpc296(NPCHAR *npc);
void ActNpc297(NPCHAR *npc);
@@ -290,7 +303,7 @@
void ActNpc298(NPCHAR *npc);
void ActNpc299(NPCHAR *npc);
void ActNpc300(NPCHAR *npc);
-
+void ActNpc301(NPCHAR *npc);
void ActNpc302(NPCHAR *npc);
void ActNpc303(NPCHAR *npc);
void ActNpc304(NPCHAR *npc);
--- a/src/NpcAct260.cpp
+++ b/src/NpcAct260.cpp
@@ -2101,3 +2101,105 @@
break;
}
}
+
+//Falling block (large)
+void ActNpc279(NPCHAR *npc)
+{
+ RECT rc[2];
+
+ rc[0] = {0, 16, 32, 48};
+ rc[1] = {16, 0, 32, 16};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ switch (npc->direct)
+ {
+ case 0:
+ npc->act_no = 100;
+ npc->bits |= 4;
+ npc->ani_no = 0;
+ break;
+ case 1:
+ npc->ani_no = 0;
+ npc->act_no = 10;
+ break;
+ case 2:
+ npc->act_no = 100;
+ npc->bits |= 4;
+ npc->ani_no = 1;
+ npc->view.back = 0x1000;
+ npc->view.front = 0x1000;
+ npc->view.top = 0x1000;
+ npc->view.bottom = 0x1000;
+ npc->hit.back = 0x1000;
+ npc->hit.front = 0x1000;
+ npc->hit.top = 0x1000;
+ npc->hit.bottom = 0x1000;
+ break;
+ }
+
+ if (npc->direct != 1)
+ break;
+ // Fallthrough
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = 16;
+ // Fallthrough
+ case 11:
+ npc->act_wait -= 2;
+
+ if (npc->act_wait <= 0)
+ {
+ npc->act_no = 100;
+ npc->bits |= 4;
+ }
+
+ break;
+
+ case 100:
+ npc->ym += 0x40;
+ if (npc->ym > 0x700)
+ npc->ym = 0x700;
+
+ if (npc->y > 0x10000)
+ npc->bits &= ~8;
+
+ if (npc->flag & 8)
+ {
+ npc->ym = -0x200;
+ npc->act_no = 110;
+ npc->bits |= 8;
+ PlaySoundObject(26, 1);
+ SetQuake(10);
+
+ for (int i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ }
+
+ break;
+
+ case 110:
+ npc->ym += 0x40;
+
+ if (npc->y > (gMap.length + 2) * 0x2000)
+ npc->cond = 0;
+
+ break;
+ }
+
+ if (gMC.y > npc->y)
+ npc->damage = 10;
+ else
+ npc->damage = 0;
+
+ npc->y += npc->ym;
+ npc->rect = rc[npc->ani_no];
+
+ if (npc->act_no == 11)
+ {
+ npc->rect.top += npc->act_wait;
+ npc->rect.bottom -= npc->act_wait;
+ npc->view.top = (16 - npc->act_wait) * 0x200;
+ }
+}
--- a/src/NpcAct280.cpp
+++ b/src/NpcAct280.cpp
@@ -9,7 +9,1352 @@
#include "Back.h"
#include "Triangle.h"
#include "Frame.h"
+#include "Map.h"
+#include "Boss.h"
+//Sue (being teleported by Misery)
+void ActNpc280(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {112, 32, 128, 48};
+ rcLeft[1] = {144, 32, 160, 48};
+
+ rcRight[0] = {112, 48, 128, 64};
+ rcRight[1] = {144, 48, 160, 64};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ npc->x += 0xC00;
+ npc->tgt_x = npc->x;
+ PlaySoundObject(29, 1);
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait == 64)
+ {
+ npc->act_no = 2;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 2:
+ npc->ani_no = 0;
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 4;
+ npc->act_wait = 0;
+ npc->ani_no = 1;
+ PlaySoundObject(23, 1);
+ }
+
+ break;
+ }
+
+ if (npc->act_no > 1)
+ {
+ npc->ym += 0x20;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->y += npc->ym;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+
+ if (npc->act_no == 1)
+ {
+ npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
+
+ if (npc->act_wait / 2 & 1)
+ npc->x = npc->tgt_x;
+ else
+ npc->x = npc->tgt_x + 0x200;
+ }
+}
+
+//Doctor (red energy form)
+void ActNpc281(NPCHAR *npc)
+{
+ RECT rc = {0, 0, 0, 0};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->act_wait = 0;
+ // Fallthrough
+ case 11:
+ ++npc->act_wait;
+
+ SetNpChar(270, npc->x, npc->y + 0x10000, 0, 0, 2, npc, 0x100);
+
+ if (npc->act_wait > 150)
+ npc->act_no = 12;
+
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ // Fallthrough
+ case 21:
+ if (++npc->act_wait > 250)
+ {
+ DeleteNpCharCode(270, 0);
+ npc->act_no = 22;
+ }
+
+ break;
+ }
+
+ npc->rect = rc;
+}
+
+//Mini Undead Core (active)
+void ActNpc282(NPCHAR *npc)
+{
+ RECT tc[3];
+
+ tc[0] = {256, 80, 320, 120};
+ tc[1] = {256, 0, 320, 40};
+ tc[2] = {256, 120, 320, 160};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 20;
+ npc->tgt_y = npc->y;
+
+ if (Random(0, 100) & 1)
+ npc->ym = -0x100;
+ else
+ npc->ym = 0x100;
+ // Fallthrough
+ case 20:
+ npc->xm = -0x200;
+
+ if (npc->x < -0x8000)
+ npc->cond = 0;
+
+ if (npc->tgt_y < npc->y)
+ npc->ym -= 0x10;
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x10;
+
+ if (npc->ym > 0x100)
+ npc->ym = 0x100;
+ if (npc->ym < -0x100)
+ npc->ym = -0x100;
+
+ if (gMC.flag & 8 && gMC.y < npc->y - 0x800 && gMC.x > npc->x - 0x3000 && gMC.x < npc->x + 0x3000)
+ {
+ npc->tgt_y = 0x12000;
+ npc->ani_no = 2;
+ }
+ else if (npc->ani_no != 1)
+ {
+ npc->ani_no = 0;
+ }
+
+ if (gMC.flag & 1 && gMC.x < npc->x - npc->hit.back && gMC.x > npc->x - npc->hit.back - 0x1000 && gMC.hit.bottom + gMC.y > npc->y - npc->hit.top && gMC.y - gMC.hit.top < npc->hit.bottom + npc->y)
+ {
+ npc->bits &= ~0x40;
+ npc->ani_no = 1;
+ }
+ else if (gMC.flag & 4 && gMC.x > npc->hit.back + npc->x && gMC.x < npc->x + npc->hit.back + 0x1000 && gMC.hit.bottom + gMC.y > npc->y - npc->hit.top && gMC.y - gMC.hit.top < npc->hit.bottom + npc->y)
+ {
+ npc->bits &= ~0x40;
+ npc->ani_no = 1;
+ }
+ else if (gMC.flag & 2 && gMC.y < npc->y - npc->hit.top && gMC.y > npc->y - npc->hit.top - 0x1000 && gMC.hit.front + gMC.x > npc->x - npc->hit.back && gMC.x - gMC.hit.back < npc->hit.front + npc->x)
+ {
+ npc->bits &= ~0x40;
+ npc->ani_no = 1;
+ }
+ else if (gMC.flag & 8 && gMC.y > npc->y + npc->hit.bottom - 0x800 && gMC.y < npc->y + npc->hit.bottom + 0x1800 && gMC.hit.front + gMC.x > npc->x - npc->hit.back - 0x800 && gMC.x - gMC.hit.back < npc->x + npc->hit.front + 0x800)
+ {
+ npc->bits &= ~0x40;
+ npc->ani_no = 1;
+ }
+ }
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ npc->rect = tc[npc->ani_no];
+}
+
+//Misery (transformed)
+void ActNpc283(NPCHAR *npc)
+{
+ RECT rcLeft[11];
+ RECT rcRight[11];
+
+ rcLeft[0] = {0, 64, 32, 96};
+ rcLeft[1] = {32, 64, 64, 96};
+ rcLeft[2] = {64, 64, 96, 96};
+ rcLeft[3] = {96, 64, 128, 96};
+ rcLeft[4] = {128, 64, 160, 96};
+ rcLeft[5] = {160, 64, 192, 96};
+ rcLeft[6] = {192, 64, 224, 96};
+ rcLeft[7] = {224, 64, 256, 96};
+ rcLeft[8] = {0, 0, 0, 0};
+ rcLeft[9] = {256, 64, 288, 96};
+ rcLeft[10] = {288, 64, 320, 96};
+
+ rcRight[0] = {0, 96, 32, 128};
+ rcRight[1] = {32, 96, 64, 128};
+ rcRight[2] = {64, 96, 96, 128};
+ rcRight[3] = {96, 96, 128, 128};
+ rcRight[4] = {128, 96, 160, 128};
+ rcRight[5] = {160, 96, 192, 128};
+ rcRight[6] = {192, 96, 224, 128};
+ rcRight[7] = {224, 96, 256, 128};
+ rcRight[8] = {0, 0, 0, 0};
+ rcRight[9] = {256, 96, 288, 128};
+ rcRight[10] = {288, 96, 320, 128};
+
+ if (npc->act_no < 100 && (gBoss[0].cond == 0 || npc->life < 400))
+ npc->act_no = 100;
+
+ int x;
+ int y;
+ int direct;
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y -= 0x1000;
+ PlaySoundObject(29, 1);
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait / 2 & 1)
+ npc->ani_no = 9;
+ else
+ npc->ani_no = 0;
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 9;
+ break;
+
+ case 20:
+ gSuperXpos = 0;
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ // Fallthrough
+ case 21:
+ npc->xm = 7 * npc->xm / 8;
+ npc->ym = 7 * npc->ym / 8;
+
+ if (++npc->ani_wait > 20)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (++npc->act_wait > 100)
+ npc->act_no = 30;
+
+ if (gMC.x > npc->x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+
+ break;
+
+ case 30:
+ npc->act_no = 31;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ npc->count2 = npc->life;
+ // Fallthrough
+ case 31:
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 3)
+ npc->ani_no = 2;
+
+ if (npc->flag & 8)
+ npc->ym = -0x200;
+
+ if (gBoss[0].x < npc->x)
+ npc->xm -= 0x20;
+ else
+ npc->xm += 0x20;
+
+ if (gMC.y < npc->y)
+ npc->ym -= 0x10;
+ else
+ 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;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (++npc->act_wait > 150 && (npc->life < npc->count2 - 20 || gSuperXpos))
+ {
+ gSuperXpos = 0;
+ npc->act_no = 40;
+ }
+
+ if (gBoss[0].ani_no && npc->act_wait > 250)
+ npc->act_no = 50;
+
+ break;
+
+ case 40:
+ npc->act_no = 41;
+ npc->act_wait = 0;
+ npc->xm = 0;
+ npc->ym = 0;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ PlaySoundObject(103, 1);
+
+ if (gMC.y < 0x14000)
+ npc->count2 = 290;
+ else
+ npc->count2 = 289;
+ // Fallthrough
+ case 41:
+ if (++npc->act_wait / 2 & 1)
+ npc->ani_no = 4;
+ else
+ npc->ani_no = 5;
+
+ if (npc->act_wait % 6 == 1)
+ {
+ if ( npc->count2 == 289 )
+ {
+ x = npc->x + (Random(-0x40, 0x40) * 0x200);
+ y = npc->y + (Random(-0x20, 0x20) * 0x200);
+ }
+ else
+ {
+ x = npc->x + (Random(-0x20, 0x20) * 0x200);
+ y = npc->y + (Random(-0x40, 0x40) * 0x200);
+ }
+
+ if (x < 0x4000)
+ x = 0x4000;
+ if (x > (gMap.width - 2) * 0x2000)
+ x = (gMap.width - 2) * 0x2000;
+
+ if (y < 0x4000)
+ y = 0x4000;
+ if (y > (gMap.length - 2) * 0x2000)
+ y = (gMap.length - 2) * 0x2000;
+
+ PlaySoundObject(39, 1);
+ SetNpChar(npc->count2, x, y, 0, 0, 0, 0, 0x100);
+ }
+
+ if (npc->act_wait > 50)
+ {
+ npc->act_no = 42;
+ npc->act_wait = 0;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+
+ break;
+
+ case 42:
+ ++npc->act_wait;
+ npc->ani_no = 6;
+
+ if (npc->act_wait > 50)
+ {
+ npc->ym = -0x200;
+
+ if (npc->direct == 0)
+ npc->xm = 0x200;
+ else
+ npc->xm = -0x200;
+
+ npc->act_no = 30;
+ }
+
+ break;
+
+ case 50:
+ npc->act_no = 51;
+ npc->act_wait = 0;
+ npc->xm = 0;
+ npc->ym = 0;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ PlaySoundObject(103, 1);
+ // Fallthrough
+ case 51:
+ if (++npc->act_wait / 2 & 1)
+ npc->ani_no = 4;
+ else
+ npc->ani_no = 5;
+
+ if (gMC.equip & 0x20)
+ {
+ if (npc->act_wait % 10 == 1)
+ {
+ if (npc->direct == 0)
+ {
+ x = npc->x + 0x1400;
+ y = npc->y;
+
+ switch (npc->act_wait / 6 % 4)
+ {
+ case 0:
+ direct = 0xD8;
+ break;
+ case 1:
+ direct = 0xEC;
+ break;
+ case 2:
+ direct = 0x14;
+ break;
+ case 3:
+ direct = 0x28;
+ break;
+ }
+ }
+ else
+ {
+ x = npc->x - 0x1400;
+ y = npc->y;
+
+ switch (npc->act_wait / 6 % 4)
+ {
+ case 0:
+ direct = 0x58;
+ break;
+ case 1:
+ direct = 0x6C;
+ break;
+ case 2:
+ direct = 0x94;
+ break;
+ case 3:
+ direct = 0xA8;
+ break;
+ }
+ }
+
+ PlaySoundObject(39, 1);
+ SetNpChar(301, x, y, 0, 0, direct, 0, 0x100);
+ }
+ }
+ else if (npc->act_wait % 24 == 1)
+ {
+ if (npc->direct == 0)
+ {
+ x = npc->x + 0x1400;
+ y = npc->y;
+
+ switch (npc->act_wait / 6 % 4)
+ {
+ case 0:
+ direct = 0xD8;
+ break;
+ case 1:
+ direct = 0xEC;
+ break;
+ case 2:
+ direct = 0x14;
+ break;
+ case 3:
+ direct = 0x28;
+ break;
+ }
+ }
+ else
+ {
+ x = npc->x - 0x1400;
+ y = npc->y;
+
+ switch (npc->act_wait / 6 % 4)
+ {
+ case 0:
+ direct = 0x58;
+ break;
+ case 1:
+ direct = 0x6C;
+ break;
+ case 2:
+ direct = 0x94;
+ break;
+ case 3:
+ direct = 0xA8;
+ break;
+ }
+ }
+
+ PlaySoundObject(39, 1);
+ SetNpChar(301, x, y, 0, 0, direct, 0, 0x100);
+ }
+
+ if (npc->act_wait > 50)
+ {
+ npc->act_no = 42;
+ npc->act_wait = 0;
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+
+ break;
+
+ case 99:
+ npc->xm = 0;
+ npc->ym = 0;
+ npc->ani_no = 9;
+ npc->bits &= ~0x20;
+ break;
+
+ case 100:
+ npc->act_no = 101;
+ npc->ani_no = 9;
+ npc->damage = 0;
+ npc->bits &= ~0x20;
+ npc->bits |= 8;
+ npc->ym = -0x200;
+ npc->shock += 50;
+ npc->hit.bottom = 0x1800;
+ ++gBoss[0].ani_no;
+ // Fallthrough
+ case 101:
+ npc->ym += 0x20;
+
+ if (npc->y > 0x1B000 - npc->hit.bottom)
+ {
+ npc->y = 0x1B000 - npc->hit.bottom;
+ npc->act_no = 102;
+ npc->ani_no = 10;
+ npc->xm = 0;
+ npc->ym = 0;
+ }
+
+ break;
+ }
+
+ npc->y += npc->ym;
+
+ if (npc->shock)
+ npc->x += npc->xm / 2;
+ else
+ npc->x += npc->xm;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Sue (transformed)
+void ActNpc284(NPCHAR *npc)
+{
+ RECT rcLeft[13];
+ RECT rcRight[13];
+
+ rcLeft[0] = {0, 128, 32, 160};
+ rcLeft[1] = {32, 128, 64, 160};
+ rcLeft[2] = {64, 128, 96, 160};
+ rcLeft[3] = {96, 128, 128, 160};
+ rcLeft[4] = {128, 128, 160, 160};
+ rcLeft[5] = {160, 128, 192, 160};
+ rcLeft[6] = {192, 128, 224, 160};
+ rcLeft[7] = {224, 128, 256, 160};
+ rcLeft[8] = {0, 0, 0, 0};
+ rcLeft[9] = {256, 128, 288, 160};
+ rcLeft[10] = {288, 128, 320, 160};
+ rcLeft[11] = {224, 64, 256, 96};
+ rcLeft[12] = {208, 32, 224, 48};
+
+ rcRight[0] = {0, 160, 32, 192};
+ rcRight[1] = {32, 160, 64, 192};
+ rcRight[2] = {64, 160, 96, 192};
+ rcRight[3] = {96, 160, 128, 192};
+ rcRight[4] = {128, 160, 160, 192};
+ rcRight[5] = {160, 160, 192, 192};
+ rcRight[6] = {192, 160, 224, 192};
+ rcRight[7] = {224, 160, 256, 192};
+ rcRight[8] = {0, 0, 0, 0};
+ rcRight[9] = {256, 160, 288, 192};
+ rcRight[10] = {288, 160, 320, 192};
+ rcRight[11] = {224, 96, 256, 128};
+ rcRight[12] = {208, 48, 224, 64};
+
+ if (npc->act_no < 100 && (gBoss[0].cond == 0|| npc->life < 500))
+ npc->act_no = 100;
+
+ unsigned char deg;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->y -= 0x800;
+ PlaySoundObject(29, 1);
+ npc->count2 = npc->life;
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait / 2 & 1)
+ {
+ npc->view.top = 0x2000;
+ npc->view.back = 0x2000;
+ npc->view.front = 0x2000;
+ npc->ani_no = 11;
+ }
+ else
+ {
+ npc->view.top = 0x600;
+ npc->view.back = 0x1000;
+ npc->view.front = 0x1000;
+ npc->ani_no = 12;
+ }
+
+ if (npc->act_wait > 50)
+ npc->act_no = 10;
+
+ break;
+
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 11;
+ npc->view.top = 0x2000;
+ npc->view.back = 0x2000;
+ npc->view.front = 0x2000;
+ DeleteNpCharCode(257, 1);
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ npc->ani_wait = 0;
+ npc->damage = 0;
+ npc->bits |= 0x20;
+ npc->bits &= ~8;
+ // Fallthrough
+ case 21:
+ npc->xm = 7 * npc->xm / 8;
+ npc->ym = 7 * npc->ym / 8;
+
+ if (++npc->ani_wait > 20)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (++npc->act_wait > 80)
+ npc->act_no = 30;
+
+ if (gMC.x > npc->x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+
+ if (npc->life < npc->count2 - 50)
+ {
+ npc->count2 = npc->life;
+ gSuperXpos = 10;
+ }
+
+ break;
+
+ case 30:
+ npc->act_no = 31;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ npc->xm = 0;
+ npc->ym = 0;
+ // Fallthrough
+ case 31:
+ if (++npc->act_wait > 16)
+ {
+ ++npc->count1;
+ npc->count1 %= 4;
+
+ switch (npc->count1)
+ {
+ case 1:
+ case 3:
+ npc->act_no = 34;
+ break;
+ case 0:
+ npc->act_no = 32;
+ break;
+ case 2:
+ npc->act_no = 32;
+ break;
+ }
+ }
+
+ break;
+
+ case 32:
+ npc->act_no = 33;
+ npc->act_wait = 0;
+ npc->bits &= ~0x20;
+
+ if (gMC.x < npc->x)
+ npc->tgt_x = gMC.x - 0x14000;
+ else
+ npc->tgt_x = gMC.x + 0x14000;
+
+ npc->tgt_y = gMC.y;
+
+ deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
+ npc->xm = 3 * GetCos(deg);
+ npc->ym = 3 * GetSin(deg);
+ npc->bits &= ~8;
+
+ if (npc->x < (gMap.width * 0x2000) / 2 && npc->xm > 0)
+ {
+ if (npc->y < (gMap.length * 0x2000) / 2 && npc->ym > 0)
+ npc->bits |= 8;
+ if (npc->y > (gMap.length * 0x2000) / 2 && npc->ym < 0)
+ npc->bits |= 8;
+ }
+ if (npc->x > (gMap.width * 0x2000) / 2 && npc->xm < 0)
+ {
+ if (npc->y < (gMap.length * 0x2000) / 2 && npc->ym > 0)
+ npc->bits |= 8;
+ if (npc->y > (gMap.length * 0x2000) / 2 && npc->ym < 0)
+ npc->bits |= 8;
+ }
+
+ if (npc->xm > 0)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+ // Fallthrough
+ case 33:
+ if (++npc->act_wait / 2 & 1)
+ npc->ani_no = 3;
+ else
+ npc->ani_no = 8;
+
+ if (npc->act_wait > 50 || npc->flag & 5)
+ npc->act_no = 20;
+
+ break;
+
+ case 34:
+ npc->act_no = 35;
+ npc->act_wait = 0;
+ npc->damage = 4;
+
+ npc->tgt_x = gMC.x;
+ npc->tgt_y = gMC.y;
+
+ deg = GetArktan(npc->x - npc->tgt_x, npc->y - npc->tgt_y);
+ npc->ym = 3 * GetSin(deg);
+ npc->xm = 3 * GetCos(deg);
+ npc->bits &= ~8;
+
+ if (npc->x < (gMap.width * 0x2000) / 2 && npc->xm > 0)
+ {
+ if (npc->y < (gMap.length * 0x2000) / 2 && npc->ym > 0)
+ npc->bits |= 8;
+ if (npc->y > (gMap.length * 0x2000) / 2 && npc->ym < 0)
+ npc->bits |= 8;
+ }
+
+ if (npc->x > (gMap.width * 0x2000) / 2 && npc->xm < 0)
+ {
+ if (npc->y < (gMap.length * 0x2000) / 2 && npc->ym > 0)
+ npc->bits |= 8;
+ if (npc->y > (gMap.length * 0x2000) / 2 && npc->ym < 0)
+ npc->bits |= 8;
+ }
+
+ if (npc->xm > 0)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+ // Fallthrough
+ case 35:
+ if (++npc->act_wait > 20 && npc->shock)
+ {
+ npc->act_no = 40;
+ }
+ else if (npc->act_wait > 50 || npc->flag & 5)
+ {
+ npc->act_no = 20;
+ }
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 7)
+ npc->ani_no = 4;
+
+ if (npc->act_wait % 5 == 1)
+ PlaySoundObject(109, 1);
+
+ break;
+
+ case 40:
+ npc->act_no = 41;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+ npc->damage = 0;
+ npc->bits &= ~8;
+ // Fallthrough
+ case 41:
+ npc->xm = 7 * npc->xm / 8;
+ npc->ym = 7 * npc->ym / 8;
+
+ if (++npc->act_wait > 6)
+ {
+ npc->act_no = 42;
+ npc->act_wait = 0;
+ npc->ym = -0x200;
+
+ if (npc->direct == 0)
+ npc->xm = 0x200;
+ else
+ npc->xm = -0x200;
+ }
+
+ break;
+
+ case 42:
+ npc->ani_no = 9;
+
+ if (npc->flag & 8)
+ {
+ npc->act_no = 43;
+ npc->act_wait = 0;
+ npc->ani_no = 2;
+
+ if (gMC.x > npc->x)
+ npc->direct = 2;
+ else
+ npc->direct = 0;
+ }
+
+ npc->ym += 0x20;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ break;
+
+ case 43:
+ if (++npc->act_wait > 16)
+ npc->act_no = 20;
+
+ break;
+
+ case 99:
+ npc->xm = 0;
+ npc->ym = 0;
+ npc->ani_no = 9;
+ npc->bits &= ~0x20;
+ break;
+
+ case 100:
+ npc->act_no = 101;
+ npc->ani_no = 9;
+ npc->damage = 0;
+ npc->bits &= ~0x20;
+ npc->bits |= 8;
+ npc->ym = -0x200;
+ npc->shock += 50;
+ ++gBoss[0].ani_no;
+ // Fallthrough
+ case 101:
+ npc->ym += 0x20;
+
+ if (npc->y > 0x1B000 - npc->hit.bottom)
+ {
+ npc->y = 0x1B000 - npc->hit.bottom;
+ npc->act_no = 102;
+ npc->ani_no = 10;
+ npc->xm = 0;
+ npc->ym = 0;
+ }
+
+ break;
+ }
+
+ npc->y += npc->ym;
+
+ if (npc->shock)
+ npc->x += npc->xm / 2;
+ else
+ npc->x += npc->xm;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Undead Core spiral projectile
+void ActNpc285(NPCHAR *npc)
+{
+ RECT rc = {232, 104, 248, 120};
+
+ if (npc->x < 0 || npc->x > gMap.width * 0x2000)
+ {
+ VanishNpChar(npc);
+ return;
+ }
+
+ unsigned char deg;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->tgt_x = npc->x;
+ npc->tgt_y = npc->y;
+ npc->count1 = npc->direct / 8;
+ npc->direct &= 7;
+ // Fallthrough
+ case 1:
+ npc->count1 += 24;
+ npc->count1 &= 0xFF;
+
+ deg = npc->count1;
+
+ if (npc->act_wait < 128)
+ ++npc->act_wait;
+
+ if (npc->direct == 0)
+ npc->xm -= 21;
+ else
+ npc->xm += 21;
+
+ npc->tgt_x += npc->xm;
+
+ npc->x = npc->tgt_x + 4 * GetCos(deg);
+ npc->y = npc->tgt_y + 6 * GetSin(deg);
+
+ SetNpChar(286, npc->x, npc->y, 0, 0, 0, 0, 0x100);
+ }
+
+ npc->rect = rc;
+}
+
+//Undead Core spiral shot trail
+void ActNpc286(NPCHAR *npc)
+{
+ RECT rc[3];
+
+ rc[0] = {232, 120, 248, 136};
+ rc[1] = {232, 136, 248, 152};
+ rc[2] = {232, 152, 248, 168};
+
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->cond = 0;
+ else
+ npc->rect = rc[npc->ani_no];
+}
+
+//Orange smoke
+void ActNpc287(NPCHAR *npc)
+{
+ RECT rcLeft[7];
+
+ rcLeft[0] = {0, 224, 16, 240};
+ rcLeft[1] = {16, 224, 32, 240};
+ rcLeft[2] = {32, 224, 48, 240};
+ rcLeft[3] = {48, 224, 64, 240};
+ rcLeft[4] = {64, 224, 80, 240};
+ rcLeft[5] = {80, 224, 96, 240};
+ rcLeft[6] = {96, 224, 112, 240};
+
+ if (npc->act_no == 0)
+ {
+ npc->xm = Random(-4, 4) * 0x200;
+ npc->act_no = 1;
+ }
+ else
+ {
+ npc->xm = 20 * npc->xm / 21;
+ npc->ym = 20 * npc->ym / 21;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+ }
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 6)
+ npc->cond = 0;
+ else
+ npc->rect = rcLeft[npc->ani_no];
+}
+
+//Undead Core exploding rock
+void ActNpc288(NPCHAR *npc)
+{
+ RECT rc[5];
+
+ rc[0] = {232, 72, 248, 88};
+ rc[1] = {232, 88, 248, 104};
+ rc[2] = {232, 0, 256, 24};
+ rc[3] = {232, 24, 256, 48};
+ rc[4] = {232, 48, 256, 72};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->xm = -0x200;
+ // Fallthrough
+ case 1:
+ if (npc->direct == 1)
+ {
+ npc->ym -= 0x20;
+ if (npc->ym < -0x5FF)
+ npc->ym = -0x5FF;
+
+ if (npc->flag & 2)
+ npc->act_no = 2;
+ }
+ else if (npc->direct == 3)
+ {
+ npc->ym += 0x20;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ if (npc->flag & 8)
+ npc->act_no = 2;
+ }
+
+ if (++npc->ani_wait > 3)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ break;
+
+ case 2:
+ PlaySoundObject(44, 1);
+ npc->act_no = 3;
+ npc->act_wait = 0;
+ npc->bits |= 8;
+ npc->ym = 0;
+
+ if (gMC.x < npc->x)
+ npc->xm = -0x400;
+ else
+ npc->xm = 0x400;
+
+ npc->view.back = 0x1800;
+ npc->view.front = 0x1800;
+ npc->view.top = 0x1800;
+ npc->view.bottom = 0x1800;
+ // Fallthrough
+ case 3:
+ if (++npc->ani_no > 4)
+ npc->ani_no = 2;
+
+ if (++npc->act_wait % 4 == 1)
+ {
+ if (npc->direct == 1)
+ SetNpChar(287, npc->x, npc->y, 0, 0x400, 0, 0, 0x100);
+ else
+ SetNpChar(287, npc->x, npc->y, 0, -0x400, 0, 0, 0x100);
+ }
+
+ if (npc->x < 0x2000 || npc->x > (gMap.width * 0x2000) - 0x2000)
+ npc->cond = 0;
+
+ break;
+ }
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Critter (orange, Misery)
+void ActNpc289(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {160, 32, 176, 48};
+ rcLeft[1] = {176, 32, 192, 48};
+ rcLeft[2] = {192, 32, 208, 48};
+
+ rcRight[0] = {160, 48, 176, 64};
+ rcRight[1] = {176, 48, 192, 64};
+ rcRight[2] = {192, 48, 208, 64};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 2;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait > 16)
+ {
+ npc->act_no = 10;
+ npc->view.top = 0x1000;
+ npc->view.bottom = 0x1000;
+ npc->damage = 2;
+ npc->bits |= 0x20;
+ }
+
+ break;
+
+ case 10:
+ if (npc->flag & 8)
+ {
+ npc->act_no = 11;
+ npc->ani_no = 0;
+ npc->act_wait = 0;
+ npc->xm = 0;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ }
+
+ break;
+
+ case 11:
+ if (++npc->act_wait > 10)
+ {
+ if (++npc->count1 > 4)
+ npc->act_no = 12;
+ else
+ npc->act_no = 10;
+
+ PlaySoundObject(30, 1);
+ npc->ym = -0x600;
+
+ if (npc->direct == 0)
+ npc->xm = -0x200;
+ else
+ npc->xm = 0x200;
+
+ npc->ani_no = 2;
+ }
+
+ break;
+
+ case 12:
+ npc->bits |= 8;
+
+ if (npc->y > gMap.length * 0x2000)
+ VanishNpChar(npc);
+
+ break;
+ }
+
+ if (npc->act_no >= 10)
+ npc->ym += 0x40;
+
+ 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];
+
+ if (npc->act_no == 1)
+ {
+ npc->rect.top += 8 - npc->act_wait / 2;
+ npc->rect.bottom -= npc->act_wait / 2 + 8;
+ npc->view.top = (npc->act_wait * 0x200) / 2;
+ npc->view.bottom = (npc->act_wait * 0x200) / 2;
+ }
+}
+
+//Bat (Misery)
+void ActNpc290(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {112, 32, 128, 48};
+ rcLeft[1] = {128, 32, 144, 48};
+ rcLeft[2] = {144, 32, 160, 48};
+
+ rcRight[0] = {112, 48, 128, 64};
+ rcRight[1] = {128, 48, 144, 64};
+ rcRight[2] = {144, 48, 160, 64};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = 2;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait > 16)
+ {
+ npc->act_no = 10;
+ npc->view.top = 0x1000;
+ npc->view.bottom = 0x1000;
+ npc->damage = 2;
+ npc->bits |= 0x20;
+ npc->tgt_y = npc->y;
+ npc->ym = 0x400;
+ }
+
+ break;
+
+ case 10:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x40;
+ else
+ npc->ym -= 0x40;
+
+ if (npc->direct == 0)
+ npc->xm -= 0x10;
+ else
+ npc->xm += 0x10;
+
+ if (npc->x < 0 || npc->y < 0 || npc->x > gMap.width * 0x2000 || npc->y > gMap.length * 0x2000)
+ {
+ VanishNpChar(npc);
+ return;
+ }
+
+ break;
+ }
+
+ 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->act_no == 1)
+ {
+ npc->rect.top += 8 - npc->act_wait / 2;
+ npc->rect.bottom -= npc->act_wait / 2 + 8;
+ npc->view.top = (npc->act_wait * 0x200) / 2;
+ npc->view.bottom = (npc->act_wait * 0x200) / 2;
+ }
+}
+
+//Mini Undead Core (inactive)
+void ActNpc291(NPCHAR *npc)
+{
+ RECT tc[2];
+
+ tc[0] = {256, 80, 320, 120};
+ tc[1] = {256, 0, 320, 40};
+
+ if (npc->act_no == 0)
+ {
+ npc->act_no = 20;
+
+ if (npc->direct == 2)
+ {
+ npc->bits &= ~0x40;
+ npc->ani_no = 1;
+ }
+ }
+
+ npc->rect = tc[npc->ani_no];
+}
+
//Quake
void ActNpc292(NPCHAR *npc)
{
@@ -16,6 +1361,94 @@
(void)npc;
SetQuake(10);
+}
+
+//Undead Core giant energy shot
+void ActNpc293(NPCHAR *npc)
+{
+ RECT rect[2];
+
+ rect[0] = {240, 200, 280, 240};
+ rect[1] = {280, 200, 320, 240};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (++npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ SetNpChar(4, npc->x + (Random(0, 0x10) * 0x200), npc->y + (Random(-0x10, 0x10) * 0x200), 0, 0, 0, 0, 0x100);
+
+ npc->x -= 0x1000;
+
+ if (npc->x < -0x4000)
+ npc->cond = 0;
+
+ break;
+ }
+
+ npc->rect = rect[npc->ani_no];
+}
+
+//Quake + falling block generator
+void ActNpc294(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ if (gMC.x < (gMap.width - 6) * 0x2000)
+ {
+ npc->act_no = 1;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 1:
+ ++npc->act_wait;
+
+ if (gMC.equip & 0x20)
+ {
+ npc->x = gMC.x + 0x8000;
+
+ if (npc->x < 0x34000)
+ npc->x = 0x34000;
+ }
+ else
+ {
+ npc->x = gMC.x + 0xC000;
+
+ if (npc->x < 0x2E000)
+ npc->x = 0x2E000;
+ }
+
+ if (npc->x > (gMap.width - 10) * 0x2000)
+ npc->x = (gMap.width - 10) * 0x2000;
+
+ if (npc->act_wait > 24)
+ {
+ int x;
+
+ if (gMC.equip & 0x20)
+ x = npc->x + (Random(-14, 14) * 0x2000);
+ else
+ x = npc->x + (Random(-11, 11) * 0x2000);
+
+ const int y = gMC.y - 0x1C000;
+
+ if (Random(0, 10) & 1)
+ SetNpChar(279, x, y, 0, 0, 0, 0, 0x100);
+ else
+ SetNpChar(279, x, y, 0, 0, 2, 0, 0x100);
+
+ npc->act_wait = Random(0, 15);
+ }
+
+ break;
+ }
}
//Cloud
--- a/src/NpcAct300.cpp
+++ b/src/NpcAct300.cpp
@@ -35,6 +35,73 @@
npc->rect = rc[0];
}
+//Fish missile (Misery)
+void ActNpc301(NPCHAR *npc)
+{
+ RECT rect[8];
+
+ rect[0] = {144, 0, 160, 16};
+ rect[1] = {160, 0, 176, 16};
+ rect[2] = {176, 0, 192, 16};
+ rect[3] = {192, 0, 208, 16};
+ rect[4] = {144, 16, 160, 32};
+ rect[5] = {160, 16, 176, 32};
+ rect[6] = {176, 16, 192, 32};
+ rect[7] = {192, 16, 208, 32};
+
+ int dir;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->count1 = npc->direct;
+ // Fallthrough
+ case 1:
+ npc->xm = 2 * GetCos(npc->count1);
+ npc->ym = 2 * GetSin(npc->count1);
+
+ npc->y += npc->ym;
+ npc->x += npc->xm;
+
+ dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
+
+ if (dir < npc->count1)
+ {
+ if (npc->count1 - dir < 0x80)
+ --npc->count1;
+ else
+ ++npc->count1;
+ }
+ else
+ {
+ if (dir - npc->count1 < 0x80)
+ ++npc->count1;
+ else
+ --npc->count1;
+ }
+
+ if (npc->count1 > 0xFF)
+ npc->count1 -= 0x100;
+ if (npc->count1 < 0)
+ npc->count1 += 0x100;
+
+ break;
+ }
+
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ SetCaret(npc->x, npc->y, 7, 4);
+ }
+
+ npc->ani_no = (npc->count1 + 0x10) / 0x20;
+ if (npc->ani_no > 7)
+ npc->ani_no = 7;
+
+ npc->rect = rect[npc->ani_no];
+}
+
//Camera focus marker
void ActNpc302(NPCHAR *npc)
{
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -335,22 +335,22 @@
ActNpc276,
ActNpc277,
ActNpc278,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc279,
+ ActNpc280,
+ ActNpc281,
+ ActNpc282,
+ ActNpc283,
+ ActNpc284,
+ ActNpc285,
+ ActNpc286,
+ ActNpc287,
+ ActNpc288,
+ ActNpc289,
+ ActNpc290,
+ ActNpc291,
ActNpc292,
- nullptr,
- nullptr,
+ ActNpc293,
+ ActNpc294,
ActNpc295,
ActNpc296,
ActNpc297,
@@ -357,7 +357,7 @@
ActNpc298,
ActNpc299,
ActNpc300,
- nullptr,
+ ActNpc301,
ActNpc302,
ActNpc303,
ActNpc304,
--
⑨