void ai_balrog(Object *o) { bool fall = true; // he is greenish when he first appears in Gum Room if (DoesCurrentStageUseSpriteset(NPCSET_FROG)) o->sprite = SPR_BALROG_GREEN; switch(o->state) { case 0: { o->flags &= ~FLAG_IGNORE_SOLID; o->xinertia = 0; o->balrog.smoking = false; o->frame = 0; randblink(o, 4, 8); } break; case 10: // he jumps and flys away o->xinertia = 0; o->frame = 2; o->timer = 0; o->state++; case 11: { if (++o->timer <= 20) break; o->state++; o->yinertia = -0x800; o->flags |= FLAG_IGNORE_SOLID; } case 12: { fall = false; o->frame = 3; o->yinertia -= 0x10; if (o->y < 0) { o->Delete(); sound(SND_QUAKE); game.quaketime = 30; } } break; // he looks shocked and shakes, then flys away // used when he is "hit by something" case 20: { o->state = 21; o->frame = 5; o->xinertia = 0; o->timer = o->timer2 = 0; SmokeClouds(o, 4, 8, 8); sound(SND_BIG_CRASH); o->balrog.smoking = 1; } case 21: { o->timer2++; o->x += ((o->timer2 >> 1) & 1) ? (1<<CSF) : -(1<<CSF); if (++o->timer > 100) o->state = 10; o->yinertia += 0x20; LIMITY(0x5ff); } break; case 30: // he smiles for a moment o->frame = 6; o->timer = 0; o->state = 31; case 31: if (++o->timer > 100) o->state = o->frame = 0; break; // flashing white (spell casted on him) // this only works in Gum Room before balfrog fight, as the normal // non-greenish spritesheet doesn't include the required frame. case 40: o->state = 41; o->animtimer = 0; o->animframe = 0; case 41: { static const int flash_seq[] = { 5, 7 }; o->animate_seq(1, flash_seq, 2); } break; case 42: o->timer = 0; o->state = 43; case 43: // flashing visibility // (transforming into Balfrog stage boss; // our flashing is interlaced with his) o->timer++; o->invisible = (o->timer & 2) ? false : true; break; case 50: // he faces away o->frame = 8; o->xinertia = 0; break; case 60: // he walks o->state = 61; balrog_walk_init(o); case 61: { balrog_walk_animation(o); XMOVE(0x200); } break; // he is teleported away (looking distressed) // this is when he is sent to Labyrinth at end of Sand Zone case 70: o->xinertia = 0; o->timer = 0; o->frame = 7; o->state++; case 71: if (DoTeleportOut(o, 2)) o->Delete(); break; case 80: // hands up and shakes o->frame = 5; o->state = 81; case 81: { if (++o->timer & 2) o->x += (1 << CSF); else o->x -= (1 << CSF); } break; // fly up and lift Curly & PNPC // (post-Ballos ending scene) case 100: { o->state = 101; o->timer = 0; o->frame = 2; // prepare for jump } case 101: { if (++o->timer > 20) { o->state = 102; o->timer = 0; o->frame = 3; // fly up DeleteObjectsOfType(OBJ_NPC_PLAYER); DeleteObjectsOfType(OBJ_CURLY); CreateObject(0, 0, OBJ_BALROG_PASSENGER, 0, 0, LEFT)->linkedobject = o; CreateObject(0, 0, OBJ_BALROG_PASSENGER, 0, 0, RIGHT)->linkedobject = o; o->yinertia = -0x800; o->flags |= FLAG_IGNORE_SOLID; // so can fly through ceiling fall = false; } } break; case 102: // flying up during escape seq { fall = false; // bust through ceiling int y = ((o->y + (4<<CSF)) >> CSF) / TILE_H; if (y < 35 && y >= 0) { int x = (o->CenterX() >> CSF) / TILE_W; if (map.tiles[x][y] != 0) { // smoke needs to go at the bottom of z-order or you can't // see any of the characters through all the smoke. map_ChangeTileWithSmoke(x, y, 0, 4, false, lowestobject); map_ChangeTileWithSmoke(x-1, y, 0, 4, false, lowestobject); map_ChangeTileWithSmoke(x+1, y, 0, 4, false, lowestobject); megaquake(10, 0); sound(SND_MISSILE_HIT); } } if (o->Bottom() < -(20<<CSF)) { quake(30, 0); o->Delete(); } } break; case 500: // used during Balfrog death scene { fall = false; } break; }
// handles his "looping" flight/rush attacks static void run_flight(Object *o) { switch(o->state) { // flying left or right case BP_FLY_LR: { o->state++; o->animtimer = 0; o->frame = 6; // flying horizontally o->yinertia = 0; o->damage = DMG_RUSH; FACEPLAYER; XMOVE(RUSH_SPEED); } case BP_FLY_LR+1: { ANIMATE(1, 6, 7); // smacked into wall? if ((o->blockl && o->dir == LEFT) || \ (o->blockr && o->dir == RIGHT)) { o->xinertia = 0; o->state = BP_HIT_WALL; o->damage = DMG_NORMAL; o->timer = 0; megaquake(10); } // reached player? // this has to be AFTER smacked-into-wall check for proper behavior // if player stands in spikes at far left/right of arena. if (pdistlx(RUSH_DIST)) o->state = BP_PREPARE_FLY_UD; } break; // smacked into wall while flying L/R case BP_HIT_WALL: { o->frame = 6; if (++o->timer > 30) { if (o->timer2 <= 3) o->state = BP_PREPARE_FLY_LR; else o->state = BP_RETURN_TO_GROUND; } } break; // flying up case BP_FLY_UP: { o->state++; o->timer = 0; o->animtimer = 0; o->frame = 8; // vertical flight o->dir = LEFT; // up-facing frame o->yinertia = -RUSH_SPEED; o->xinertia = 0; o->damage = DMG_RUSH; } case BP_FLY_UP+1: { ANIMATE(1, 8, 9); // hit ceiling? (to make this happen, break his loop and jump ABOVE him // while he is in the air, at the part where he would normally be // coming back down at you). if (o->blocku) { o->state = BP_HIT_CEILING; o->damage = DMG_NORMAL; o->timer = 0; SmokeXY(o->CenterX(), o->Top(), 8); megaquake(10); spawn_bones(o, UP); } // reached player? (this check here isn't exactly the same as pdistly; // it's important that it checks the player's top and not his center). if ((abs(player->y - o->y) < RUSH_DIST) && o->timer2 < 4) o->state = BP_PREPARE_FLY_LR; } break; case BP_HIT_CEILING: // hit ceiling { o->frame = 8; if (++o->timer > 30) { if (o->timer2 <= 3) o->state = BP_PREPARE_FLY_LR; else o->state = BP_RETURN_TO_GROUND; } } break; // flying down case BP_FLY_DOWN: { o->state++; o->timer = 0; o->animtimer = 0; o->frame = 8; // vertical flight o->dir = RIGHT; // down-facing frame o->yinertia = RUSH_SPEED; o->xinertia = 0; o->damage = DMG_RUSH; } case BP_FLY_DOWN+1: { ANIMATE(1, 8, 9); if (o->blockd) { o->state = BP_HIT_FLOOR; o->damage = DMG_NORMAL; o->timer = 0; SmokeXY(o->CenterX(), o->Bottom(), 8); megaquake(10); spawn_bones(o, DOWN); FACEPLAYER; } if (pdistly(RUSH_DIST) && o->timer2 < 4) o->state = BP_PREPARE_FLY_LR; } break; case BP_HIT_FLOOR: // hit floor { o->frame = 3; if (++o->timer > 30) { o->state = BP_FIGHTING_STANCE; o->timer = 120; } } break; // come back to ground while facing head on case BP_RETURN_TO_GROUND: { o->frame = 4; // face screen frame o->dir = LEFT; // non-flashing version o->state++; } case BP_RETURN_TO_GROUND+1: { ANIMATE(1, 4, 5); o->yinertia += 0x40; LIMITY(0x5ff); if (o->blockd && o->yinertia >= 0) { o->state++; o->timer = 0; o->frame = 3; // landed FACEPLAYER; } } break; case BP_RETURN_TO_GROUND+2: { o->xinertia *= 3; o->xinertia /= 4; if (++o->timer > 10) { o->state = BP_FIGHTING_STANCE; o->timer = 140; } } break; } }