ref: 9513a04f45fb0c8ed89b2a5efc8082853a341177
dir: /src/BossAlmo2.cpp/
#include "BossAlmo2.h" #include "WindowsWrapper.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" static void ActBossCharA_Head(NPCHAR *npc) { RECT rect[4] = { {0, 0, 72, 112}, {0, 112, 72, 224}, {160, 0, 232, 112}, {0, 0, 0, 0}, }; switch (npc->act_no) { case 10: npc->act_no = 11; npc->ani_no = 2; npc->bits = NPC_IGNORE_SOLIDITY; 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] = { {72, 0, 160, 112}, {72, 112, 160, 224}, {0, 0, 0, 0}, }; switch (npc->act_no) { case 10: npc->act_no = 11; npc->ani_no = 0; npc->bits = NPC_IGNORE_SOLIDITY; 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] = { {0, 0, 0, 0}, {160, 112, 232, 152}, {160, 152, 232, 192}, {160, 192, 232, 232}, {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 % 0x10) == 1) PlaySoundObject(26, 1); if (npc->act_wait > 250 && (npc->act_wait % 0x10) == 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 = NPC_IGNORE_SOLIDITY; npc->rect = rect[npc->ani_no]; } static void ActBossCharA_Mini(NPCHAR *npc) { int deg; RECT rect[3] = { {256, 0, 320, 40}, {256, 40, 320, 80}, {256, 80, 320, 120}, }; if (npc->cond == 0) return; npc->life = 1000; switch (npc->act_no) { case 0: npc->bits &= ~NPC_SHOOTABLE; break; case 5: npc->ani_no = 0; npc->bits &= ~NPC_SHOOTABLE; ++npc->count2; npc->count2 %= 0x100; break; case 10: npc->ani_no = 0; npc->bits &= ~NPC_SHOOTABLE; npc->count2 += 2; npc->count2 %= 0x100; break; case 20: npc->ani_no = 1; npc->bits &= ~NPC_SHOOTABLE; npc->count2 += 2; npc->count2 %= 0x100; break; case 30: npc->ani_no = 0; npc->bits &= ~NPC_SHOOTABLE; npc->count2 += 4; npc->count2 %= 0x100; 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 * 0x200 * 0x10) + (2 * 0x200 * 0x10)) npc->cond = 0; break; } if (npc->act_no < 50) { if (npc->count1) deg = npc->count2 + 0x80; else deg = npc->count2 + 0x180; npc->x = npc->pNpc->x - 0x1000 + 0x30 * GetCos(deg / 2); 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) { int i; int x; int y; static int life; static unsigned char flash; NPCHAR *npc = gBoss; BOOL bShock = FALSE; switch (npc->act_no) { case 1: npc->act_no = 10; npc->exp = 1; npc->cond = 0x80; npc->bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SHOW_DAMAGE); npc->life = 700; npc->hit_voice = 114; npc->x = 0x4A000; npc->y = 0xF000; npc->xm = 0; npc->ym = 0; npc->code_event = 1000; npc->bits |= NPC_EVENT_WHEN_KILLED; 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 = NPC_IGNORE_SOLIDITY; 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 = (NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE); 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 = npc; 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 = npc->life; break; case 15: npc->act_no = 16; bShock = TRUE; npc->direct = 0; gBoss[3].act_no = 10; gBoss[4].ani_no = 0; break; case 20: npc->act_no = 210; bShock = TRUE; npc->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: npc->act_no = 201; npc->act_wait = 0; gBoss[3].act_no = 0; gBoss[4].ani_no = 2; gBoss[5].ani_no = 0; gBoss[8].bits &= ~NPC_INVULNERABLE; gBoss[9].bits &= ~NPC_INVULNERABLE; gBoss[10].bits &= ~NPC_INVULNERABLE; gBoss[11].bits &= ~NPC_SHOOTABLE; gSuperYpos = 0; CutNoise(); bShock = TRUE; // Fallthrough case 201: ++npc->act_wait; if ((npc->direct == 2 || npc->ani_no > 0 || npc->life < 200) && npc->act_wait > 200) { ++npc->count1; PlaySoundObject(115, 1); if (npc->life < 200) { npc->act_no = 230; } else { if (npc->count1 > 2) npc->act_no = 220; else npc->act_no = 210; } } break; case 210: npc->act_no = 211; npc->act_wait = 0; gBoss[3].act_no = 10; gBoss[8].bits |= NPC_INVULNERABLE; gBoss[9].bits |= NPC_INVULNERABLE; gBoss[10].bits |= NPC_INVULNERABLE; gBoss[11].bits |= NPC_SHOOTABLE; life = npc->life; bShock = TRUE; // Fallthrough case 211: ++flash; if (npc->shock && flash / 2 % 2) { gBoss[4].ani_no = 1; gBoss[5].ani_no = 1; } else { gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; } if (++npc->act_wait % 100 == 1) { gCurlyShoot_wait = Random(80, 100); gCurlyShoot_x = gBoss[11].x; gCurlyShoot_y = gBoss[11].y; } if (npc->act_wait < 300) { if (npc->act_wait % 120 == 1) SetNpChar(288, npc->x - 0x4000, npc->y - 0x2000, 0, 0, 1, 0, 0x20); if (npc->act_wait % 120 == 61) SetNpChar(288, npc->x - 0x4000, npc->y + 0x2000, 0, 0, 3, 0, 0x20); } if (npc->life < life - 50 || npc->act_wait > 400) npc->act_no = 200; break; case 220: npc->act_no = 221; npc->act_wait = 0; npc->count1 = 0; gSuperYpos = 1; gBoss[3].act_no = 20; gBoss[8].bits |= NPC_INVULNERABLE; gBoss[9].bits |= NPC_INVULNERABLE; gBoss[10].bits |= NPC_INVULNERABLE; gBoss[11].bits |= NPC_SHOOTABLE; SetQuake(100); life = npc->life; bShock = TRUE; // Fallthrough case 221: if (++npc->act_wait % 40 == 1) { 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 (npc->shock && flash / 2 % 2) { gBoss[4].ani_no = 1; gBoss[5].ani_no = 1; } else { gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; } if (npc->life < life - 150 || npc->act_wait > 400 || npc->life < 200) npc->act_no = 200; break; case 230: npc->act_no = 231; npc->act_wait = 0; gBoss[3].act_no = 30; gBoss[8].bits |= NPC_INVULNERABLE; gBoss[9].bits |= NPC_INVULNERABLE; gBoss[10].bits |= NPC_INVULNERABLE; gBoss[11].bits |= NPC_SHOOTABLE; 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 = npc->life; bShock = TRUE; // Fallthrough case 231: ++flash; if (npc->shock && flash / 2 % 2) { gBoss[4].ani_no = 1; gBoss[5].ani_no = 1; } else { gBoss[4].ani_no = 0; gBoss[5].ani_no = 0; } if (++npc->act_wait % 100 == 1) { gCurlyShoot_wait = Random(80, 100); gCurlyShoot_x = gBoss[11].x; gCurlyShoot_y = gBoss[11].y; } if (npc->act_wait % 120 == 1) SetNpChar(288, npc->x - 0x4000, npc->y - 0x2000, 0, 0, 1, 0, 0x20); if (npc->act_wait % 120 == 61) SetNpChar(288, npc->x - 0x4000, npc->y + 0x2000, 0, 0, 3, 0, 0x20); break; case 500: CutNoise(); npc->act_no = 501; npc->act_wait = 0; npc->xm = 0; npc->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 (i = 0; i < 100; ++i) SetNpChar(4, npc->x + (Random(-0x80, 0x80) * 0x200), npc->y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0); DeleteNpCharCode(282, 1); gBoss[11].bits &= ~NPC_SHOOTABLE; for (i = 0; i < 12; ++i) gBoss[i].bits &= ~NPC_INVULNERABLE; // Fallthrough case 501: ++npc->act_wait; if (npc->act_wait % 0x10) SetNpChar(4, npc->x + (Random(-0x40, 0x40) * 0x200), npc->y + (Random(-0x20, 0x20) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100); npc->x += 0x40; npc->y += 0x80; if (npc->act_wait > 200) { npc->act_wait = 0; npc->act_no = 1000; } break; case 1000: SetQuake(100); ++gBoss[0].act_wait; 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); ++gBoss[0].act_wait; if (gBoss[0].act_wait > 50) { for (i = 0; i < 20; ++i) gBoss[i].cond = 0; DeleteNpCharCode(158, 1); DeleteNpCharCode(301, 1); } break; } if (bShock) { SetQuake(20); if (npc->act_no == 201) gBoss[1].act_no = gBoss[2].act_no = gBoss[6].act_no = gBoss[7].act_no = 10; if (npc->act_no == 221) gBoss[1].act_no = gBoss[2].act_no = gBoss[6].act_no = gBoss[7].act_no = 20; if (npc->act_no == 231) gBoss[1].act_no = gBoss[2].act_no = gBoss[6].act_no = gBoss[7].act_no = 30; PlaySoundObject(26, 1); for (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 (npc->act_no >= 200 && npc->act_no < 300) { if (npc->x < 0x18000) npc->direct = 2; if (npc->x > (gMap.width - 4) * 0x2000) npc->direct = 0; if (npc->direct == 0) npc->xm -= 4; else npc->xm += 4; } switch (npc->act_no) { case 201: case 211: case 221: case 231: if (++npc->count2 == 150) { npc->count2 = 0; SetNpChar(282, (gMap.width * 0x200 * 0x10) + 0x40, (Random(-1, 3) + 10) * 0x2000, 0, 0, 0, 0, 0x30); } else if (npc->count2 == 75) { SetNpChar(282, (gMap.width * 0x200 * 0x10) + 0x40, (Random(-3, 0) + 3) * 0x2000, 0, 0, 0, 0, 0x30); } break; } if (npc->xm > 0x80) npc->xm = 0x80; if (npc->xm < -0x80) npc->xm = -0x80; if (npc->ym > 0x80) npc->ym = 0x80; if (npc->ym < -0x80) npc->ym = -0x80; npc->x += npc->xm; npc->y += npc->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]); }