ref: eb46198635fde10abd14ec48b5241fe97ff38c94
dir: /src/BossOhm.cpp/
#include "BossOhm.h" #include <string.h> #include "WindowsWrapper.h" #include "Boss.h" #include "Bullet.h" #include "Flash.h" #include "Frame.h" #include "Game.h" #include "MyChar.h" #include "NpChar.h" #include "Sound.h" static void ActBoss01_12() { int i; RECT rcLeft[1] = {80, 56, 104, 72}; RECT rcRight[1] = {104, 56, 128, 72}; for (i = 1; i < 3; ++i) { gBoss[i].y = (gBoss[0].y + gBoss[i + 2].y - 0x1000) / 2; if (gBoss[i].direct == 0) { gBoss[i].x = gBoss[0].x - 0x2000; gBoss[i].rect = rcLeft[gBoss[i].ani_no]; } else { gBoss[i].rect = rcRight[gBoss[i].ani_no]; gBoss[i].x = gBoss[0].x + 0x2000; } } } static void ActBoss01_34() { int i; RECT rcLeft[2] = { {0, 56, 40, 88}, {40, 56, 80, 88}, }; RECT rcRight[2] = { {0, 88, 40, 120}, {40, 88, 80, 120}, }; for (i = 3; i < 5; ++i) { switch (gBoss[i].act_no) { case 0: gBoss[i].act_no = 1; // Fallthrough case 1: gBoss[i].y = gBoss[0].y; if (i == 3) gBoss[i].x = gBoss[0].x - 0x2000; if (i == 4) gBoss[i].x = gBoss[0].x + 0x2000; break; case 3: gBoss[i].tgt_y = gBoss[0].y + 0x3000; if (i == 3) gBoss[i].x = gBoss[0].x - 0x2000; if (i == 4) gBoss[i].x = gBoss[0].x + 0x2000; gBoss[i].y += (gBoss[i].tgt_y - gBoss[i].y) / 2; break; } if ((gBoss[i].flag & 8) || gBoss[i].y <= gBoss[i].tgt_y) gBoss[i].ani_no = 0; else gBoss[i].ani_no = 1; if (gBoss[i].direct == 0) gBoss[i].rect = rcLeft[gBoss[i].ani_no]; else gBoss[i].rect = rcRight[gBoss[i].ani_no]; } } static void ActBoss01_5() { switch (gBoss[5].act_no) { case 0: gBoss[5].bits |= (NPC_SOLID_SOFT | NPC_IGNORE_SOLIDITY); gBoss[5].hit.front = 0x2800; gBoss[5].hit.top = 0x4800; gBoss[5].hit.back = 0x2800; gBoss[5].hit.bottom = 0x2000; gBoss[5].act_no = 1; // Fallthrough case 1: gBoss[5].x = gBoss[0].x; gBoss[5].y = gBoss[0].y; break; } } void ActBossChar_Omega() { switch (gBoss[0].act_no) { case 0: gBoss[0].x = 0x1B6000; gBoss[0].y = 0x20000; gBoss[0].view.front = 0x5000; gBoss[0].view.top = 0x5000; gBoss[0].view.back = 0x5000; gBoss[0].view.bottom = 0x2000; gBoss[0].tgt_x = gBoss[0].x; gBoss[0].tgt_y = gBoss[0].y; gBoss[0].hit_voice = 52; gBoss[0].hit.front = 0x1000; gBoss[0].hit.top = 0x3000; gBoss[0].hit.back = 0x1000; gBoss[0].hit.bottom = 0x2000; gBoss[0].bits = (NPC_IGNORE_SOLIDITY | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE); gBoss[0].size = 3; gBoss[0].exp = 1; gBoss[0].code_event = 210; gBoss[0].life = 400; gBoss[1].cond = 0x80; gBoss[1].view.front = 0x1800; gBoss[1].view.top = 0x1000; gBoss[1].view.back = 0x1800; gBoss[1].view.bottom = 0x1000; gBoss[1].bits = NPC_IGNORE_SOLIDITY; gBoss[2] = gBoss[1]; gBoss[1].direct = 0; gBoss[2].direct = 2; gBoss[3].cond = 0x80; gBoss[3].view.front = 0x3000; gBoss[3].view.top = 0x2000; gBoss[3].view.back = 0x2000; gBoss[3].view.bottom = 0x2000; gBoss[3].hit_voice = 52; gBoss[3].hit.front = 0x1000; gBoss[3].hit.top = 0x1000; gBoss[3].hit.back = 0x1000; gBoss[3].hit.bottom = 0x1000; gBoss[3].bits = NPC_IGNORE_SOLIDITY; gBoss[3].x = gBoss[0].x - 0x2000; gBoss[3].y = gBoss[0].y; gBoss[3].direct = 0; gBoss[4] = gBoss[3]; gBoss[4].direct = 2; gBoss[3].x = gBoss[0].x + 0x2000; gBoss[5].cond = 0x80; break; case 20: // Rising out of the ground gBoss[0].act_no = 30; gBoss[0].act_wait = 0; gBoss[0].ani_no = 0; // Fallthrough case 30: SetQuake(2); gBoss[0].y -= 0x200; if (++gBoss[0].act_wait % 4 == 0) PlaySoundObject(26, 1); if (gBoss[0].act_wait == 48) { gBoss[0].act_wait = 0; gBoss[0].act_no = 40; if (gBoss[0].life > 280) break; gBoss[0].act_no = 110; gBoss[0].bits |= NPC_SHOOTABLE; gBoss[0].bits &= ~NPC_IGNORE_SOLIDITY; gBoss[3].bits &= ~NPC_IGNORE_SOLIDITY; gBoss[4].bits &= ~NPC_IGNORE_SOLIDITY; gBoss[3].act_no = 3; gBoss[4].act_no = 3; gBoss[5].hit.top = 0x2000; } break; case 40: if (++gBoss[0].act_wait == 48) { gBoss[0].act_wait = 0; gBoss[0].act_no = 50; gBoss[0].count1 = 0; gBoss[5].hit.top = 0x2000; PlaySoundObject(102, 1); } break; case 50: // Open mouth if (++gBoss[0].count1 > 2) { gBoss[0].count1 = 0; ++gBoss[0].count2; } if (gBoss[0].count2 == 3) { gBoss[0].act_no = 60; gBoss[0].act_wait = 0; gBoss[0].bits |= NPC_SHOOTABLE; gBoss[0].hit.front = 0x2000; gBoss[0].hit.back = 0x2000; } break; case 60: // Shoot out of mouth if (++gBoss[0].act_wait > 20 && gBoss[0].act_wait < 80 && !(gBoss[0].act_wait % 3)) { if (Random(0, 9) < 8) SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x100, 0x100), -0x333, 0, NULL, 0x100); else SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x100, 0x100), -0x333, 2, NULL, 0x100); PlaySoundObject(39, 1); } if (gBoss[0].act_wait == 200 || CountArmsBullet(6)) { gBoss[0].count1 = 0; gBoss[0].act_no = 70; PlaySoundObject(102, 1); } break; case 70: // Close mouth if (++gBoss[0].count1 > 2) { gBoss[0].count1 = 0; --gBoss[0].count2; } if (gBoss[0].count2 == 1) gBoss[0].damage = 20; if (gBoss[0].count2 == 0) { PlaySoundObject(102, 0); PlaySoundObject(12, 1); gBoss[0].act_no = 80; gBoss[0].act_wait = 0; gBoss[0].bits &= ~NPC_SHOOTABLE; gBoss[0].hit.front = 0x3000; gBoss[0].hit.back = 0x3000; gBoss[5].hit.top = 0x4800; gBoss[0].damage = 0; } break; case 80: if (++gBoss[0].act_wait == 48) { gBoss[0].act_wait = 0; gBoss[0].act_no = 90; } break; case 90: // Go back into the ground SetQuake(2); gBoss[0].y += 0x200; if (++gBoss[0].act_wait % 4 == 0) PlaySoundObject(26, 1); if (gBoss[0].act_wait == 48) { gBoss[0].act_wait = 0; gBoss[0].act_no = 100; } break; case 100: // Move to proper position for coming out of the ground if (++gBoss[0].act_wait == 120) { gBoss[0].act_wait = 0; gBoss[0].act_no = 30; gBoss[0].x = gBoss[0].tgt_x + (Random(-0x40, 0x40) * 0x200); gBoss[0].y = gBoss[0].tgt_y; } break; case 110: if (++gBoss[0].count1 > 2) { gBoss[0].count1 = 0; ++gBoss[0].count2; } if (gBoss[0].count2 == 3) { gBoss[0].act_no = 120; gBoss[0].act_wait = 0; gBoss[0].hit.front = 0x2000; gBoss[0].hit.back = 0x2000; } break; case 120: if (++gBoss[0].act_wait == 50 || CountArmsBullet(6)) { gBoss[0].act_no = 130; PlaySoundObject(102, 1); gBoss[0].act_wait = 0; gBoss[0].count1 = 0; } if (gBoss[0].act_wait < 30 && !(gBoss[0].act_wait % 5)) { SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-341, 341), -0x333, 0, NULL, 0x100); PlaySoundObject(39, 1); } break; case 130: if (++gBoss[0].count1 > 2) { gBoss[0].count1 = 0; --gBoss[0].count2; } if (gBoss[0].count2 == 1) gBoss[0].damage = 20; if (!gBoss[0].count2) { gBoss[0].act_no = 140; gBoss[0].bits |= NPC_SHOOTABLE; gBoss[0].hit.front = 0x2000; gBoss[0].hit.back = 0x2000; gBoss[0].ym = -0x5FF; PlaySoundObject(102, 0); PlaySoundObject(12, 1); PlaySoundObject(25, 1); if (gBoss[0].x < gMC.x) gBoss[0].xm = 0x100; if (gBoss[0].x > gMC.x) gBoss[0].xm = -0x100; gBoss[0].damage = 0; gBoss[5].hit.top = 0x4800; } break; case 140: if (gMC.flag & 8 && gBoss[0].ym > 0) gBoss[5].damage = 20; else gBoss[5].damage = 0; gBoss[0].ym += 0x24; if (gBoss[0].ym > 0x5FF) gBoss[0].ym = 0x5FF; gBoss[0].x += gBoss[0].xm; gBoss[0].y += gBoss[0].ym; if (gBoss[0].flag & 8) { gBoss[0].act_no = 110; gBoss[0].act_wait = 0; gBoss[0].count1 = 0; gBoss[5].hit.top = 0x2000; gBoss[5].damage = 0; PlaySoundObject(26, 1); PlaySoundObject(12, 1); SetQuake(30); } break; case 150: SetQuake(2); if (++gBoss[0].act_wait % 12 == 0) PlaySoundObject(52, 1); SetDestroyNpChar(gBoss[0].x + (Random(-0x30, 0x30) * 0x200), gBoss[0].y + (Random(-0x30, 0x18) * 0x200), 1, 1); if (gBoss[0].act_wait > 100) { gBoss[0].act_wait = 0; gBoss[0].act_no = 160; SetFlash(gBoss[0].x, gBoss[0].y, 1); PlaySoundObject(35, 1); } break; case 160: SetQuake(40); if (++gBoss[0].act_wait > 50) { gBoss[0].cond = 0; gBoss[1].cond = 0; gBoss[2].cond = 0; gBoss[3].cond = 0; gBoss[4].cond = 0; gBoss[5].cond = 0; } break; } RECT rect[4] = { {0, 0, 80, 56}, {80, 0, 160, 56}, {160, 0, 240, 56}, {80, 0, 160, 56}, }; gBoss[0].rect = rect[gBoss[0].count2]; gBoss[1].shock = gBoss[0].shock; gBoss[2].shock = gBoss[0].shock; gBoss[3].shock = gBoss[0].shock; gBoss[4].shock = gBoss[0].shock; ActBoss01_34(); ActBoss01_12(); ActBoss01_5(); if (gBoss[0].life == 0 && gBoss[0].act_no < 150) { gBoss[0].act_no = 150; gBoss[0].act_wait = 0; gBoss[0].damage = 0; gBoss[5].damage = 0; DeleteNpCharCode(48, 1); } }