ref: aa08331c36a4f40ebb81040abc5f1db8870c750d
parent: f47f036e3661b3224ee8f3c7147facc0a6e958c1
author: Clownacy <[email protected]>
date: Thu Feb 7 10:10:46 EST 2019
Added IronHead and relevant NPCs Also added the AMJ TSC command, so getting the Spur works
--- a/Makefile
+++ b/Makefile
@@ -43,6 +43,7 @@
Boss \
BossAlmo1 \
BossFrog \
+ BossIronH \
BossLife \
BossOhm \
BossX \
--- a/src/Boss.cpp
+++ b/src/Boss.cpp
@@ -6,6 +6,7 @@
#include "Boss.h"
#include "BossAlmo1.h"
#include "BossFrog.h"
+#include "BossIronH.h"
#include "BossOhm.h"
#include "BossX.h"
#include "NpChar.h"
@@ -192,7 +193,7 @@
ActBossChar_Frog,
ActBossChar_MonstX,
ActBossChar_Core,
- nullptr, //ActBossChar_Ironhead,
+ ActBossChar_Ironhead,
nullptr, //ActBossChar_Twin,
nullptr, //ActBossChar_Undead,
nullptr, //ActBossChar_Press,
--- /dev/null
+++ b/src/BossIronH.cpp
@@ -1,0 +1,207 @@
+#include "BossIronH.h"
+
+#include "Boss.h"
+#include "Frame.h"
+#include "Game.h"
+#include "MyChar.h"
+#include "Sound.h"
+#include "WindowsWrapper.h"
+
+void ActBossChar_Ironhead(void)
+{
+ switch (gBoss[0].act_no)
+ {
+ case 0:
+ gBoss[0].cond = 0x80;
+ gBoss[0].exp = 1;
+ gBoss[0].direct = 2;
+ gBoss[0].act_no = 100;
+ gBoss[0].x = 0x14000;
+ gBoss[0].y = 0x10000;
+ gBoss[0].view.front = 0x5000;
+ gBoss[0].view.top = 0x1800;
+ gBoss[0].view.back = 0x3000;
+ gBoss[0].view.bottom = 0x1800;
+ gBoss[0].hit_voice = 54;
+ gBoss[0].hit.front = 0x2000;
+ gBoss[0].hit.top = 0x1400;
+ gBoss[0].hit.back = 0x2000;
+ gBoss[0].hit.bottom = 0x1400;
+ gBoss[0].bits = 0x8228;
+ gBoss[0].size = 3;
+ gBoss[0].damage = 10;
+ gBoss[0].code_event = 1000;
+ gBoss[0].life = 400;
+ break;
+
+ case 100:
+ gBoss[0].act_no = 101;
+ gBoss[0].bits &= ~0x20;
+ gBoss[0].act_wait = 0;
+ // Fallthrough
+ case 101:
+ if (++gBoss[0].act_wait > 50)
+ {
+ gBoss[0].act_no = 250;
+ gBoss[0].act_wait = 0;
+ }
+
+ if (gBoss[0].act_wait % 4 == 0)
+ SetNpChar(197, Random(15, 18) * 0x2000, Random(2, 13) * 0x2000, 0, 0, 0, 0, 0x100);
+
+ break;
+
+ case 250:
+ gBoss[0].act_no = 251;
+
+ if (gBoss[0].direct == 2)
+ {
+ gBoss[0].x = 0x1E000;
+ gBoss[0].y = gMC.y;
+ }
+ else
+ {
+ gBoss[0].x = 0x5A000;
+ gBoss[0].y = Random(2, 13) * 0x2000;
+ }
+
+ gBoss[0].tgt_x = gBoss[0].x;
+ gBoss[0].tgt_y = gBoss[0].y;
+
+ gBoss[0].ym = Random(-0x200, 0x200);
+ gBoss[0].xm = Random(-0x200, 0x200);
+
+ gBoss[0].bits |= 0x20;
+ // Fallthrough
+ case 251:
+ if (gBoss[0].direct == 2)
+ {
+ gBoss[0].tgt_x += 0x400;
+ }
+ else
+ {
+ gBoss[0].tgt_x -= 0x200;
+
+ if (gMC.y > gBoss[0].tgt_y)
+ gBoss[0].tgt_y += 0x200;
+ else
+ gBoss[0].tgt_y -= 0x200;
+ }
+
+ if (gBoss[0].tgt_x > gBoss[0].x)
+ gBoss[0].xm += 8;
+ else
+ gBoss[0].xm -= 8;
+
+ if (gBoss[0].tgt_y > gBoss[0].y)
+ gBoss[0].ym += 8;
+ else
+ gBoss[0].ym -= 8;
+
+ if (gBoss[0].ym > 0x200)
+ gBoss[0].ym = 0x200;
+ if (gBoss[0].ym < -0x200)
+ gBoss[0].ym = -0x200;
+
+ gBoss[0].x += gBoss[0].xm;
+ gBoss[0].y += gBoss[0].ym;
+
+ if (gBoss[0].direct == 2)
+ {
+ if (gBoss[0].x > 0x5A000)
+ {
+ gBoss[0].direct = 0;
+ gBoss[0].act_no = 100;
+ }
+ }
+ else
+ {
+ if (gBoss[0].x < 0x22000)
+ {
+ gBoss[0].direct = 2;
+ gBoss[0].act_no = 100;
+ }
+ }
+
+ if (gBoss[0].direct == 0 && (++gBoss[0].act_wait == 300 || gBoss[0].act_wait == 310 || gBoss[0].act_wait == 320))
+ {
+ PlaySoundObject(39, 1);
+ SetNpChar(198, gBoss[0].x + 0x1400, gBoss[0].y + 0x200, Random(-3, 0) * 0x200, Random(-3, 3) * 0x200, 2, 0, 0x100);
+ }
+
+ if (++gBoss[0].ani_wait > 2)
+ {
+ gBoss[0].ani_wait = 0;
+ ++gBoss[0].ani_no;
+ }
+
+ if (gBoss[0].ani_no > 7)
+ gBoss[0].ani_no = 0;
+
+ break;
+
+ case 1000:
+ gBoss[0].bits &= ~0x20;
+ gBoss[0].ani_no = 8;
+ gBoss[0].damage = 0;
+ gBoss[0].act_no = 1001;
+ gBoss[0].tgt_x = gBoss[0].x;
+ gBoss[0].tgt_y = gBoss[0].y;
+ SetQuake(20);
+
+ for (int i = 0; i < 0x20; ++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, 0x100);
+
+ DeleteNpCharCode(197, 1);
+ DeleteNpCharCode(271, 1);
+ DeleteNpCharCode(272, 1);
+ // Fallthrough
+ case 1001:
+ gBoss[0].tgt_x -= 0x200;
+
+ gBoss[0].x = gBoss[0].tgt_x + (Random(-1, 1) * 0x200);
+ gBoss[0].y = gBoss[0].tgt_y + (Random(-1, 1) * 0x200);
+
+ if (++gBoss[0].act_wait % 4 == 0)
+ SetNpChar(4, gBoss[0].x + (Random(-0x80u, 0x80) * 0x200), gBoss[0].y + (Random(-0x40u, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
+
+ break;
+ }
+
+ RECT rc[9];
+ RECT rcDamage[9];
+
+ rc[0] = {0, 0, 64, 24};
+ rc[1] = {64, 0, 128, 24};
+ rc[2] = {128, 0, 192, 24};
+ rc[3] = {64, 0, 128, 24};
+ rc[4] = {0, 0, 64, 24};
+ rc[5] = {192, 0, 256, 24};
+ rc[6] = {256, 0, 320, 24};
+ rc[7] = {192, 0, 256, 24};
+ rc[8] = {256, 48, 320, 72};
+
+ rcDamage[0] = {0, 24, 64, 48};
+ rcDamage[1] = {64, 24, 128, 48};
+ rcDamage[2] = {128, 24, 192, 48};
+ rcDamage[3] = {64, 24, 128, 48};
+ rcDamage[4] = {0, 24, 64, 48};
+ rcDamage[5] = {192, 24, 256, 48};
+ rcDamage[6] = {256, 24, 320, 48};
+ rcDamage[7] = {192, 24, 256, 48};
+ rcDamage[8] = {256, 48, 320, 72};
+
+ if (gBoss[0].shock)
+ {
+ static unsigned char flash;
+
+ if ((++flash >> 1) % 2)
+ gBoss[0].rect = rc[gBoss[0].ani_no];
+ else
+ gBoss[0].rect = rcDamage[gBoss[0].ani_no];
+ }
+ else
+ {
+ gBoss[0].rect = rc[gBoss[0].ani_no];
+ }
+}
\ No newline at end of file
--- /dev/null
+++ b/src/BossIronH.h
@@ -1,0 +1,3 @@
+#pragma once
+
+void ActBossChar_Ironhead(void);
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -198,7 +198,9 @@
void ActNpc193(NPCHAR *npc);
void ActNpc194(NPCHAR *npc);
void ActNpc195(NPCHAR *npc);
-
+void ActNpc196(NPCHAR *npc);
+void ActNpc197(NPCHAR *npc);
+void ActNpc198(NPCHAR *npc);
void ActNpc199(NPCHAR *npc);
void ActNpc211(NPCHAR *npc);
@@ -208,6 +210,9 @@
void ActNpc259(NPCHAR *npc);
+void ActNpc271(NPCHAR *npc);
+void ActNpc272(NPCHAR *npc);
+
void ActNpc278(NPCHAR *npc);
void ActNpc292(NPCHAR *npc);
@@ -219,6 +224,8 @@
void ActNpc302(NPCHAR *npc);
void ActNpc334(NPCHAR *npc);
+void ActNpc335(NPCHAR *npc);
+void ActNpc336(NPCHAR *npc);
void ActNpc355(NPCHAR *npc);
--- a/src/NpcAct180.cpp
+++ b/src/NpcAct180.cpp
@@ -12,6 +12,7 @@
#include "Frame.h"
#include "Bullet.h"
#include "Flags.h"
+#include "NpcHit.h"
//Curly AI
void ActNpc180(NPCHAR *npc)
@@ -1173,7 +1174,143 @@
//Grate
void ActNpc195(NPCHAR *npc)
{
- npc->rect = {112, 64, 128, 80};
+ RECT rc = {112, 64, 128, 80};
+ npc->rect = rc;
+}
+
+//Ironhead motion wall
+void ActNpc196(NPCHAR *npc)
+{
+ RECT rcLeft = {112, 64, 144, 80};
+ RECT rcRight = {112, 80, 144, 96};
+
+ npc->x -= 0xC00;
+
+ if (npc->x <= 0x26000)
+ npc->x += 0x2C000;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft;
+ else
+ npc->rect = rcRight;
+}
+
+//Porcupine Fish
+void ActNpc197(NPCHAR *npc)
+{
+ RECT rc[4];
+
+ rc[0] = {0, 0, 16, 16};
+ rc[1] = {16, 0, 32, 16};
+ rc[2] = {32, 0, 48, 16};
+ rc[3] = {48, 0, 64, 16};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 10;
+ npc->ani_wait = 0;
+ npc->ym = Random(-0x200, 0x200);
+ npc->xm = 0x800;
+ // Fallthrough
+ case 10:
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (npc->xm < 0)
+ {
+ npc->damage = 3;
+ npc->act_no = 20;
+ }
+
+ break;
+
+ case 20:
+ npc->damage = 3;
+
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 3)
+ npc->ani_no = 2;
+
+ if (npc->x < 0x6000)
+ {
+ npc->destroy_voice = 0;
+ LoseNpChar(npc, 1);
+ }
+
+ break;
+ }
+
+ if (npc->flag & 2)
+ npc->ym = 0x200;
+ if (npc->flag & 8)
+ npc->ym = -0x200;
+
+ npc->xm -= 12;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Ironhead projectile
+void ActNpc198(NPCHAR *npc)
+{
+ RECT rcRight[3];
+
+ rcRight[0] = {208, 48, 224, 72};
+ rcRight[1] = {224, 48, 240, 72};
+ rcRight[2] = {240, 48, 256, 72};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ if (++npc->act_wait > 20)
+ {
+ npc->act_no = 1;
+ npc->xm = 0;
+ npc->ym = 0;
+ npc->count1 = 0;
+ }
+
+ break;
+
+ case 1:
+ npc->xm += 0x20;
+ break;
+ }
+
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ npc->rect = rcRight[npc->ani_no];
+
+ if (++npc->count1 > 100)
+ npc->cond = 0;
+
+ if (npc->count1 % 4 == 1)
+ PlaySoundObject(46, 1);
}
//Water/wind particles
--- a/src/NpcAct260.cpp
+++ b/src/NpcAct260.cpp
@@ -8,6 +8,103 @@
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
+#include "Caret.h"
+#include "Map.h"
+
+// Ironhead block
+void ActNpc271(NPCHAR *npc)
+{
+ if (npc->xm < 0 && npc->x < -0x2000)
+ {
+ VanishNpChar(npc);
+ }
+ else
+ {
+ if (npc->xm > 0 && npc->x > (gMap.width + 1) * 0x2000)
+ {
+ VanishNpChar(npc);
+ }
+ else
+ {
+ if (npc->act_no == 0)
+ {
+ npc->act_no = 1;
+ int a = Random(0, 9);
+
+ if (a == 9)
+ {
+ npc->rect.left = 0;
+ npc->rect.right = 0x20;
+ npc->rect.top = 0x40;
+ npc->rect.bottom = 0x60;
+ npc->view.front = 0x2000;
+ npc->view.back = 0x2000;
+ npc->view.top = 0x2000;
+ npc->view.bottom = 0x2000;
+ npc->hit.front = 0x1800;
+ npc->hit.back = 0x1800;
+ npc->hit.top = 0x1800;
+ npc->hit.bottom = 0x1800;
+ }
+ else
+ {
+ npc->rect.left = 16 * (a % 3 + 7);
+ npc->rect.top = 16 * (a / 3);
+ npc->rect.right = npc->rect.left + 16;
+ npc->rect.bottom = npc->rect.top + 16;
+ }
+
+ if (npc->direct == 0)
+ npc->xm = -2 * Random(0x100, 0x200);
+ else
+ npc->xm = 2 * Random(0x100, 0x200);
+
+ npc->ym = Random(-0x200, 0x200);
+ }
+
+ if (npc->ym < 0 && npc->y - npc->hit.top <= 0xFFF)
+ {
+ npc->ym = -npc->ym;
+ SetCaret(npc->x, npc->y - 0x1000, 13, 0);
+ SetCaret(npc->x, npc->y - 0x1000, 13, 0);
+ }
+
+ if (npc->ym > 0 && npc->y + npc->hit.bottom > 0x1D000)
+ {
+ npc->ym = -npc->ym;
+ SetCaret(npc->x, npc->y + 0x1000, 13, 0);
+ SetCaret(npc->x, npc->y + 0x1000, 13, 0);
+ }
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+ }
+ }
+}
+
+// Ironhead block generator
+void ActNpc272(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->act_wait = Random(0, 200);
+ // Fallthrough
+ case 1:
+ if (npc->act_wait)
+ {
+ --npc->act_wait;
+ }
+ else
+ {
+ npc->act_no = 0;
+ SetNpChar(271, npc->x, npc->y + (Random(-32, 32) * 0x200), 0, 0, npc->direct, 0, 0x100);
+ }
+
+ break;
+ }
+}
//Little family
void ActNpc278(NPCHAR *npc)
--- a/src/NpcAct320.cpp
+++ b/src/NpcAct320.cpp
@@ -54,3 +54,78 @@
else
npc->rect = rcRight[npc->ani_no];
}
+
+//Ikachan
+void ActNpc335(NPCHAR *npc)
+{
+ RECT rc[3];
+
+ rc[0] = {0, 16, 16, 32};
+ rc[1] = {16, 16, 32, 32};
+ rc[2] = {32, 16, 48, 32};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->act_wait = Random(3, 20);
+ // Fallthrough
+ case 1:
+ if (--npc->act_wait <= 0)
+ {
+ npc->act_no = 2;
+ npc->act_wait = Random(10, 50);
+ npc->ani_no = 1;
+ npc->xm = 0x600;
+ }
+
+ break;
+
+ case 2:
+ if (--npc->act_wait <= 0)
+ {
+ npc->act_no = 3;
+ npc->act_wait = Random(40, 50);
+ npc->ani_no = 2;
+ npc->ym = Random(-0x100, 0x100);
+ }
+
+ break;
+
+ case 3:
+ if (--npc->act_wait <= 0)
+ {
+ npc->act_no = 1;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ }
+
+ break;
+ }
+
+ npc->xm -= 0x10;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Ikachan generator
+void ActNpc336(NPCHAR *npc)
+{
+ switch (npc->act_no)
+ {
+ case 0:
+ if (gMC.shock)
+ npc->cond = 0;
+
+ break;
+
+ case 10:
+ if (++npc->act_wait % 4 == 1 )
+ SetNpChar(335, npc->x, npc->y + (Random(0, 13) * 0x2000), 0, 0, 0, 0, 0);
+
+ break;
+ }
+}
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -252,9 +252,9 @@
ActNpc193,
ActNpc194,
ActNpc195,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc196,
+ ActNpc197,
+ ActNpc198,
ActNpc199,
nullptr,
nullptr,
@@ -391,8 +391,8 @@
nullptr,
nullptr,
ActNpc334,
- nullptr,
- nullptr,
+ ActNpc335,
+ ActNpc336,
nullptr,
nullptr,
nullptr,
--- a/src/TextScr.cpp
+++ b/src/TextScr.cpp
@@ -889,6 +889,16 @@
else
gTS.p_read += 13;
}
+ else if (IS_COMMAND('A','M','J'))
+ {
+ x = GetTextScriptNo(gTS.p_read + 4);
+ z = GetTextScriptNo(gTS.p_read + 9);
+
+ if (CheckArms(x))
+ JumpTextScript(z);
+ else
+ gTS.p_read += 13;
+ }
else if (IS_COMMAND('U','N','J'))
{
x = GetTextScriptNo(gTS.p_read + 4);