469 lines
8.6 KiB
C++
469 lines
8.6 KiB
C++
#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"
|
|
|
|
void ActBoss01_12()
|
|
{
|
|
RECT rcLeft[1];
|
|
RECT rcRight[1];
|
|
rcLeft[0] = {80, 56, 104, 72};
|
|
rcRight[0] = {104, 56, 128, 72};
|
|
|
|
for (int i = 1; i <= 2; i++)
|
|
{
|
|
gBoss[i].y = (gBoss[i].y + gBoss[i + 2].y - 0x1000) / 2;
|
|
|
|
if (gBoss[i].direct)
|
|
{
|
|
gBoss[i].rect = rcRight[gBoss[i].count2];
|
|
gBoss[i].x = gBoss[0].x + 0x2000;
|
|
}
|
|
else
|
|
{
|
|
gBoss[i].rect = rcLeft[gBoss[i].count2];
|
|
gBoss[i].x = gBoss[0].x - 0x2000;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ActBoss01_34()
|
|
{
|
|
RECT rcRight[2];
|
|
RECT rcLeft[2];
|
|
|
|
rcLeft[0] = { 0, 56, 40, 88 };
|
|
rcLeft[1] = { 40, 56, 80, 88 };
|
|
rcRight[0] = { 0, 88, 40, 120 };
|
|
rcRight[1] = { 40, 88, 80, 120 };
|
|
|
|
for (int i = 3; i <= 4; i++)
|
|
{
|
|
switch (gBoss[i].act_no)
|
|
{
|
|
case 0:
|
|
gBoss[i].act_no = 1;
|
|
// Fallthrough
|
|
case 1:
|
|
if (i == 3)
|
|
gBoss[i].x = gBoss[0].x - 0x2000;
|
|
if (i == 4)
|
|
gBoss[i].x = gBoss[0].x + 0x2000;
|
|
|
|
gBoss[i].y = gBoss[0].y;
|
|
break;
|
|
|
|
case 3:
|
|
if (i == 3)
|
|
gBoss[i].x = gBoss[0].x - 0x2000;
|
|
if (i == 4)
|
|
gBoss[i].x = gBoss[0].x + 0x2000;
|
|
|
|
gBoss[i].tgt_y = gBoss[0].y + 0x3000;
|
|
gBoss[i].y += (gBoss[i].tgt_y - gBoss[i].y) / 2;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
gBoss[i].count2 = !((gBoss[i].flag & 8) && gBoss[i].y > gBoss[i].tgt_y);
|
|
|
|
if (gBoss[i].direct)
|
|
gBoss[i].rect = rcRight[gBoss[i].count2];
|
|
else
|
|
gBoss[i].rect = rcLeft[gBoss[i].count2];
|
|
}
|
|
}
|
|
|
|
void ActBoss01_5()
|
|
{
|
|
if (!gBoss[5].act_no)
|
|
{
|
|
gBoss[5].bits |= npc_solidSoft | npc_ignoreSolid;
|
|
gBoss[5].hit = { 0x2800, 0x4800, 0x2800, 0x2000 };
|
|
gBoss[5].act_no = 1;
|
|
}
|
|
|
|
if (gBoss[5].act_no == 1)
|
|
{
|
|
gBoss[5].x = gBoss[0].x;
|
|
gBoss[5].y = gBoss[0].y;
|
|
}
|
|
}
|
|
|
|
void ActBossChar_Omega()
|
|
{
|
|
switch (gBoss[0].act_no)
|
|
{
|
|
case 0:
|
|
gBoss[0].x = 0x1B6000;
|
|
gBoss[0].y = 0x20000;
|
|
|
|
gBoss[0].view = { 0x5000, 0x5000, 0x5000, 0x2000 };
|
|
|
|
gBoss[0].tgt_x = 0x1B6000;
|
|
gBoss[0].tgt_y = 0x20000;
|
|
|
|
gBoss[0].hit_voice = 52;
|
|
|
|
gBoss[0].hit = { 0x1000, 0x3000, 0x1000, 0x2000 };
|
|
|
|
gBoss[0].bits = (npc_ignoreSolid | npc_eventDie | npc_showDamage);
|
|
gBoss[0].size = 3;
|
|
gBoss[0].exp = 1;
|
|
gBoss[0].code_event = 210;
|
|
gBoss[0].life = 400;
|
|
|
|
gBoss[1].cond = 0x80;
|
|
gBoss[1].view = { 0x1800, 0x1000, 0x1800, 0x1000 };
|
|
gBoss[1].bits = npc_ignoreSolid;
|
|
|
|
memcpy(&gBoss[2], &gBoss[1], sizeof(gBoss[2]));
|
|
|
|
gBoss[1].direct = 0;
|
|
gBoss[2].direct = 2;
|
|
|
|
gBoss[3].cond = 0x80;
|
|
gBoss[3].view = { 0x3000, 0x2000, 0x2000, 0x2000 };
|
|
gBoss[3].hit_voice = 52;
|
|
gBoss[3].hit = { 0x1000, 0x1000, 0x1000, 0x1000 };
|
|
gBoss[3].bits = npc_ignoreSolid;
|
|
|
|
gBoss[3].y = gBoss[0].y;
|
|
gBoss[3].direct = 0;
|
|
|
|
memcpy(&gBoss[4], &gBoss[3], sizeof(gBoss[4]));
|
|
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 & 3))
|
|
PlaySoundObject(26, 1);
|
|
|
|
if (gBoss[0].act_wait >= 48)
|
|
{
|
|
gBoss[0].act_no = 40;
|
|
gBoss[0].act_wait = 0;
|
|
|
|
if (gBoss[0].life <= 280)
|
|
{
|
|
gBoss[0].act_no = 110;
|
|
|
|
gBoss[0].bits |= npc_shootable;
|
|
gBoss[0].bits &= ~npc_ignoreSolid;
|
|
gBoss[3].bits &= ~npc_ignoreSolid;
|
|
gBoss[4].bits &= ~npc_ignoreSolid;
|
|
|
|
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.left = 0x2000;
|
|
gBoss[0].hit.right = 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) <= 7)
|
|
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)
|
|
{
|
|
PlaySoundObject(102, 1);
|
|
PlaySoundObject(12, 1);
|
|
|
|
gBoss[0].act_no = 80;
|
|
gBoss[0].act_wait = 0;
|
|
|
|
gBoss[0].bits &= ~npc_shootable;
|
|
|
|
gBoss[0].hit.left = 0x3000;
|
|
gBoss[0].hit.right = 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 & 3))
|
|
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(-64, 64) << 9);
|
|
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.left = 0x2000;
|
|
gBoss[0].hit.right = 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(-0x155, 0x155), -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.left = 0x2000;
|
|
gBoss[0].hit.right = 0x2000;
|
|
|
|
gBoss[0].ym = -0x5FF;
|
|
|
|
PlaySoundObject(102, 1);
|
|
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))
|
|
PlaySoundObject(52, 1);
|
|
|
|
SetDestroyNpChar(gBoss[0].x + (Random(-48, 48) << 9), gBoss[0].y + (Random(-48, 24) << 9), 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;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
RECT rect[4];
|
|
|
|
rect[0].left = 0;
|
|
rect[0].top = 0;
|
|
rect[0].right = 80;
|
|
rect[0].bottom = 56;
|
|
rect[1].left = 80;
|
|
rect[1].top = 0;
|
|
rect[1].right = 160;
|
|
rect[1].bottom = 56;
|
|
rect[2].left = 160;
|
|
rect[2].top = 0;
|
|
rect[2].right = 240;
|
|
rect[2].bottom = 56;
|
|
rect[3].left = 80;
|
|
rect[3].top = 0;
|
|
rect[3].right = 160;
|
|
rect[3].bottom = 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 && gBoss[0].act_no < 150)
|
|
{
|
|
gBoss[0].act_no = 150;
|
|
gBoss[0].act_wait = 0;
|
|
gBoss[0].damage = 0;
|
|
gBoss[5].damage = 0;
|
|
|
|
for (int i = 0; i < NPC_MAX; i++)
|
|
{
|
|
if (gNPC[i].cond & 0x80)
|
|
{
|
|
if (gNPC[i].code_char == 48)
|
|
gNPC[i].cond = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|