ref: b3843d596c6daf204aba5b806acfd224f969d445
dir: /src/BossTwinD.cpp/
#include "BossTwinD.h" #include "WindowsWrapper.h" #include "Boss.h" #include "Flash.h" #include "Game.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" #include "Triangle.h" static void ActBossCharT_DragonBody(NPCHAR *npc) { unsigned char deg; RECT rcLeft[3] = { {0, 0, 40, 40}, {40, 0, 80, 40}, {80, 0, 120, 40}, }; RECT rcRight[3] = { {0, 40, 40, 80}, {40, 40, 80, 80}, {80, 40, 120, 80}, }; switch (npc->act_no) { case 0: deg = ((npc->pNpc->count1 / 4) + npc->count1) % 0x100; npc->act_no = 10; npc->x += npc->pNpc->x + GetCos(deg) * npc->pNpc->tgt_x; npc->y += npc->pNpc->y + GetSin(deg) * npc->pNpc->tgt_y; // Fallthrough case 10: if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; break; case 100: deg = ((npc->pNpc->count1 / 4) + npc->count1) % 0x100; npc->tgt_x = npc->pNpc->x + GetCos(deg) * npc->pNpc->tgt_x; npc->tgt_y = npc->pNpc->y + GetSin(deg) * npc->pNpc->tgt_y; npc->x += (npc->tgt_x - npc->x) / 8; npc->y += (npc->tgt_y - npc->y) / 8; if (npc->x > gMC.x) npc->direct = 0; else npc->direct = 2; break; case 1000: npc->act_no = 1001; npc->bits &= ~NPC_SHOOTABLE; // Fallthrough case 1001: deg = ((npc->pNpc->count1 / 4) + npc->count1) % 0x100; npc->tgt_x = npc->pNpc->x + GetCos(deg) * npc->pNpc->tgt_x; npc->tgt_y = npc->pNpc->y + GetSin(deg) * npc->pNpc->tgt_y; npc->x += (npc->tgt_x - npc->x) / 8; npc->y += (npc->tgt_y - npc->y) / 8; if (npc->x > npc->pNpc->x) npc->direct = 0; else npc->direct = 2; break; } if (++npc->ani_wait > 2) { npc->ani_wait = 0; ++npc->ani_no; } if (npc->ani_no > 2) npc->ani_no = 0; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } static void ActBossCharT_DragonHead(NPCHAR *npc) { unsigned char deg; int ym; int xm; RECT rcLeft[4] = { {0, 80, 40, 112}, {40, 80, 80, 112}, {80, 80, 120, 112}, {120, 80, 160, 112}, }; RECT rcRight[4] = { {0, 112, 40, 144}, {40, 112, 80, 144}, {80, 112, 120, 144}, {120, 112, 160, 144}, }; switch (npc->act_no) { case 0: npc->act_no = 1; break; case 100: npc->act_no = 200; // Fallthrough case 200: npc->bits &= ~NPC_SHOOTABLE; npc->ani_no = 0; npc->hit.front = 0x2000; npc->act_no = 201; npc->count1 = Random(100, 200); // Fallthrough case 201: if (npc->count1) { --npc->count1; } else { npc->act_no = 210; npc->act_wait = 0; npc->count2 = 0; } break; case 210: if (++npc->act_wait == 3) npc->ani_no = 1; if (npc->act_wait == 6) { npc->ani_no = 2; npc->hit.front = 0x1000; npc->bits |= NPC_SHOOTABLE; npc->count2 = 0; } if (npc->act_wait > 150) { npc->act_no = 220; npc->act_wait = 0; } if (npc->shock) ++npc->count2; if (npc->count2 > 10) { PlaySoundObject(51, 1); SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4); npc->act_no = 300; npc->act_wait = 0; npc->ani_no = 3; npc->hit.front = 0x2000; } break; case 220: if (++npc->act_wait % 8 == 1) { deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); deg += (unsigned char)Random(-6, 6); ym = GetSin(deg); xm = GetCos(deg); if (npc->direct == 0) SetNpChar(202, npc->x - 0x1000, npc->y, xm, ym, 0, 0, 0x100); else SetNpChar(202, npc->x + 0x1000, npc->y, xm, ym, 0, 0, 0x100); PlaySoundObject(33, 1); } if (npc->act_wait > 50) npc->act_no = 200; break; case 300: if (++npc->act_wait > 100) npc->act_no = 200; break; case 400: npc->act_no = 401; npc->act_wait = 0; npc->ani_no = 0; npc->hit.front = 0x2000; npc->bits &= ~NPC_SHOOTABLE; // Fallthrough case 401: if (++npc->act_wait == 3) npc->ani_no = 1; if (npc->act_wait == 6) { npc->ani_no = 2; npc->hit.front = 0x1000; npc->bits |= NPC_SHOOTABLE; npc->count2 = 0; } if (npc->act_wait > 20 && npc->act_wait % 32 == 1) { deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y); deg += (unsigned char)Random(-6, 6); ym = GetSin(deg); xm = GetCos(deg); if (npc->direct == 0) SetNpChar(202, npc->x - 0x1000, npc->y, xm, ym, 0, 0, 0x100); else SetNpChar(202, npc->x + 0x1000, npc->y, xm, ym, 0, 0, 0x100); PlaySoundObject(33, 1); } break; case 1000: npc->bits &= ~NPC_SHOOTABLE; npc->ani_no = 3; break; } npc->direct = npc->pNpc->direct; if (npc->direct == 0) npc->x = npc->pNpc->x - 0x800; else npc->x = npc->pNpc->x + 0x800; npc->y = npc->pNpc->y - 0x1000; if (npc->direct == 0) npc->rect = rcLeft[npc->ani_no]; else npc->rect = rcRight[npc->ani_no]; } void ActBossChar_Twin(void) { NPCHAR *npc = gBoss; switch (npc->act_no) { case 0: npc->cond = 0x80; npc->direct = 0; npc->act_no = 10; npc->exp = 0; npc->x = 0x14000; npc->y = 0x10000; npc->view.front = 0x1000; npc->view.top = 0x1000; npc->view.back = 0x10000; npc->view.bottom = 0x1000; npc->hit_voice = 54; npc->hit.front = 0x1000; npc->hit.top = 0x1000; npc->hit.back = 0x1000; npc->hit.bottom = 0x1000; npc->bits = NPC_IGNORE_SOLIDITY; npc->bits |= NPC_EVENT_WHEN_KILLED; npc->size = 3; npc->damage = 0; npc->code_event = 1000; npc->life = 500; npc->count2 = Random(700, 1200); npc->tgt_x = 180; npc->tgt_y = 61; gBoss[2].cond = 0x80; gBoss[2].view.back = 0x2800; gBoss[2].view.front = 0x2800; gBoss[2].view.top = 0x2000; gBoss[2].view.bottom = 0x2000; gBoss[2].hit.back = 0x1800; gBoss[2].hit.front = 0x1800; gBoss[2].hit.top = 0x1400; gBoss[2].hit.bottom = 0x1400; gBoss[2].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY); gBoss[2].pNpc = &gBoss[3]; gBoss[2].cond |= 0x10; gBoss[2].damage = 10; gBoss[3].cond = 0x80; gBoss[3].view.back = 0x2800; gBoss[3].view.front = 0x2800; gBoss[3].view.top = 0x2800; gBoss[3].view.bottom = 0x2800; gBoss[3].hit.back = 0x1800; gBoss[3].hit.front = 0x1800; gBoss[3].hit.top = 0x400; gBoss[3].hit.bottom = 0x2000; gBoss[3].bits = NPC_IGNORE_SOLIDITY; gBoss[3].pNpc = npc; gBoss[3].damage = 10; gBoss[4] = gBoss[2]; gBoss[4].pNpc = &gBoss[5]; gBoss[5] = gBoss[3]; gBoss[5].count1 = 128; break; case 20: if (--npc->tgt_x <= 0x70) { npc->act_no = 100; npc->act_wait = 0; gBoss[2].act_no = 100; gBoss[4].act_no = 100; gBoss[3].act_no = 100; gBoss[5].act_no = 100; } break; case 100: if (++npc->act_wait < 100) { ++npc->count1; } else if (npc->act_wait < 120) { npc->count1 += 2; } else if (npc->act_wait < npc->count2) { npc->count1 += 4; } else if (npc->act_wait < npc->count2 + 40) { npc->count1 += 2; } else if (npc->act_wait < npc->count2 + 60) { ++npc->count1; } else { npc->act_wait = 0; npc->act_no = 110; npc->count2 = Random(400, 700); break; } if (npc->count1 > 0x3FF) npc->count1 -= 0x400; break; case 110: if (++npc->act_wait < 20) { --npc->count1; } else if (npc->act_wait < 60) { npc->count1 -= 2; } else if (npc->act_wait < npc->count2) { npc->count1 -= 4; } else if (npc->act_wait < npc->count2 + 40) { npc->count1 -= 2; } else if (npc->act_wait < npc->count2 + 60) { --npc->count1; } else { if (npc->life < 300) { npc->act_wait = 0; npc->act_no = 400; gBoss[2].act_no = 400; gBoss[4].act_no = 400; } else { npc->act_wait = 0; npc->act_no = 100; npc->count2 = Random(400, 700); } break; } if (npc->count1 <= 0) npc->count1 += 0x400; break; case 400: if (++npc->act_wait > 100) { npc->act_wait = 0; npc->act_no = 401; } break; case 401: if (++npc->act_wait < 100) { ++npc->count1; } else if (npc->act_wait < 120) { npc->count1 += 2; } else if (npc->act_wait < 500) { npc->count1 += 4; } else if (npc->act_wait < 540) { npc->count1 += 2; } else if (npc->act_wait < 560) { ++npc->count1; } else { npc->act_no = 100; npc->act_wait = 0; gBoss[2].act_no = 100; gBoss[4].act_no = 100; break; } if (npc->count1 > 0x3FF) npc->count1 -= 0x400; break; case 1000: npc->act_no = 1001; npc->act_wait = 0; gBoss[2].act_no = 1000; gBoss[3].act_no = 1000; gBoss[4].act_no = 1000; gBoss[5].act_no = 1000; SetDestroyNpChar(npc->x, npc->y, npc->view.back, 40); // Fallthrough case 1001: if (++npc->act_wait > 100) npc->act_no = 1010; SetNpChar(4, npc->x + (Random(-0x80, 0x80) * 0x200), npc->y + (Random(-70, 70) * 0x200), 0, 0, 0, 0, 0x100); break; case 1010: npc->count1 += 4; if (npc->count1 > 0x3FF) npc->count1 -= 0x400; if (npc->tgt_x > 8) --npc->tgt_x; if (npc->tgt_y > 0) --npc->tgt_y; if (npc->tgt_x < -8) ++npc->tgt_x; if (npc->tgt_y < 0) ++npc->tgt_y; if (npc->tgt_y == 0) { npc->act_no = 1020; npc->act_wait = 0; SetFlash(gBoss[0].x, gBoss[0].y, 1); PlaySoundObject(35, 1); } break; case 1020: if (++gBoss[0].act_wait > 50) { DeleteNpCharCode(211, 1); gBoss[0].cond = 0; gBoss[1].cond = 0; gBoss[2].cond = 0; gBoss[3].cond = 0; gBoss[4].cond = 0; gBoss[5].cond = 0; gBoss[0].act_no = 0; } break; } ActBossCharT_DragonHead(&gBoss[2]); ActBossCharT_DragonBody(&gBoss[3]); ActBossCharT_DragonHead(&gBoss[4]); ActBossCharT_DragonBody(&gBoss[5]); RECT rc = {0, 0, 0, 0}; npc->rect = rc; }