234 lines
4.7 KiB
C++
234 lines
4.7 KiB
C++
#include "BossPress.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "Boss.h"
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#include "Game.h"
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#include "Map.h"
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#include "NpChar.h"
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#include "Sound.h"
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void ActBossChar_Press(void)
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{
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NPCHAR *npc = gBoss;
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static unsigned char flash;
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int i;
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int x;
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 10;
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npc->cond = 0x80;
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npc->exp = 1;
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npc->direct = 2;
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npc->x = 0;
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npc->y = 0;
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npc->view.front = 40 * 0x200;
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npc->view.top = 60 * 0x200;
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npc->view.back = 40 * 0x200;
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npc->view.bottom = 60 * 0x200;
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npc->hit_voice = 54;
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npc->hit.front = 49 * 0x200;
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npc->hit.top = 60 * 0x200;
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npc->hit.back = 40 * 0x200;
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npc->hit.bottom = 48 * 0x200;
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npc->bits = (NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE);
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npc->size = 3;
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npc->damage = 10;
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npc->code_event = 1000;
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npc->life = 700;
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break;
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case 5:
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npc->act_no = 6;
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npc->x = 0;
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npc->y = 0;
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gBoss[1].cond = 0;
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gBoss[2].cond = 0;
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break;
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case 10:
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npc->act_no = 11;
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npc->x = 160 * 0x200;
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npc->y = 74 * 0x200;
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break;
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case 20:
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npc->damage = 0;
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npc->act_no = 21;
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npc->x = 160 * 0x200;
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npc->y = 413 * 0x200;
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npc->bits &= ~NPC_SOLID_HARD;
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gBoss[1].cond = 0;
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gBoss[2].cond = 0;
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// Fallthrough
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case 21:
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if (++npc->act_wait % 0x10 == 0)
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SetDestroyNpChar(npc->x + (Random(-40, 40) * 0x200), npc->y + (Random(-60, 60) * 0x200), 1, 1);
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break;
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case 30:
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npc->act_no = 31;
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npc->ani_no = 2;
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npc->x = 160 * 0x200;
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npc->y = 64 * 0x200;
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// Fallthrough
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case 31:
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npc->y += 4 * 0x200;
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if (npc->y >= 413 * 0x200)
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{
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npc->y = 413 * 0x200;
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npc->ani_no = 0;
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npc->act_no = 20;
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PlaySoundObject(44, SOUND_MODE_PLAY);
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for (i = 0; i < 5; ++i)
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{
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x = npc->x + (Random(-40, 40) * 0x200);
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SetNpChar(4, x, npc->y + (60 * 0x200), 0, 0, 0, NULL, 0x100);
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}
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}
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break;
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case 100:
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npc->act_no = 101;
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npc->count2 = 9;
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npc->act_wait = -100;
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gBoss[1].cond = 0x80;
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gBoss[1].hit.front = 14 * 0x200;
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gBoss[1].hit.back = 14 * 0x200;
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gBoss[1].hit.top = 8 * 0x200;
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gBoss[1].hit.bottom = 8 * 0x200;
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gBoss[1].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
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gBoss[2] = gBoss[1];
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gBoss[3].cond = 0x90;
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gBoss[3].bits |= NPC_SHOOTABLE;
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gBoss[3].hit.front = 6 * 0x200;
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gBoss[3].hit.back = 6 * 0x200;
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gBoss[3].hit.top = 8 * 0x200;
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gBoss[3].hit.bottom = 8 * 0x200;
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SetNpChar(325, npc->x, npc->y + (60 * 0x200), 0, 0, 0, NULL, 0x100);
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// Fallthrough
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case 101:
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if (npc->count2 > 1 && npc->life < npc->count2 * 70)
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{
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--npc->count2;
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for (i = 0; i < 5; ++i)
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{
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ChangeMapParts(i + 8, npc->count2, 0);
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SetDestroyNpChar((i + 8) * 0x200 * 0x10, npc->count2 * 0x200 * 0x10, 0, 4);
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PlaySoundObject(12, SOUND_MODE_PLAY);
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}
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}
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if (++npc->act_wait == 81 || npc->act_wait == 241)
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SetNpChar(323, 48 * 0x200, 240 * 0x200, 0, 0, 1, NULL, 0x100);
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if (npc->act_wait == 1 || npc->act_wait == 161)
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SetNpChar(323, 272 * 0x200, 240 * 0x200, 0, 0, 1, NULL, 0x100);
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if (npc->act_wait >= 300)
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{
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npc->act_wait = 0;
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SetNpChar(325, npc->x, npc->y + (60 * 0x200), 0, 0, 0, NULL, 0x100);
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}
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break;
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case 500:
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gBoss[3].bits &= ~NPC_SHOOTABLE;
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npc->act_no = 501;
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npc->act_wait = 0;
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npc->count1 = 0;
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DeleteNpCharCode(325, TRUE);
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DeleteNpCharCode(330, TRUE);
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// Fallthrough
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case 501:
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if (++npc->act_wait % 0x10 == 0)
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{
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PlaySoundObject(12, SOUND_MODE_PLAY);
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SetDestroyNpChar(npc->x + (Random(-40, 40) * 0x200), npc->y + (Random(-60, 60) * 0x200), 1, 1);
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}
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if (npc->act_wait == 95)
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npc->ani_no = 1;
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if (npc->act_wait == 98)
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npc->ani_no = 2;
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if (npc->act_wait > 100)
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npc->act_no = 510;
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break;
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case 510:
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npc->ym += 0x40;
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npc->damage = 0x7F;
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npc->y += npc->ym;
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if (npc->count1 == 0 && npc->y > 160 * 0x200)
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{
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npc->count1 = 1;
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npc->ym = -0x200;
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npc->damage = 0;
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for (i = 0; i < 7; ++i)
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{
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ChangeMapParts(i + 7, 14, 0);
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SetDestroyNpChar((i + 7) * 0x200 * 0x10, 224 * 0x200, 0, 0);
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PlaySoundObject(12, SOUND_MODE_PLAY);
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}
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}
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if (npc->y > 480 * 0x200)
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npc->act_no = 520;
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break;
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}
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gBoss[1].x = npc->x - (24 * 0x200);
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gBoss[1].y = npc->y + (52 * 0x200);
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gBoss[2].x = npc->x + (24 * 0x200);
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gBoss[2].y = npc->y + (52 * 0x200);
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gBoss[3].x = npc->x;
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gBoss[3].y = npc->y + (40 * 0x200);
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RECT rc[3] = {
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{0, 0, 80, 120},
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{80, 0, 160, 120},
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{160, 0, 240, 120},
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};
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RECT rcDamage[3] = {
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{0, 120, 80, 240},
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{80, 120, 160, 240},
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{160, 120, 240, 240},
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};
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if (npc->shock != 0)
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{
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if (++flash / 2 % 2)
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npc->rect = rc[npc->ani_no];
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else
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npc->rect = rcDamage[npc->ani_no];
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}
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else
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{
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npc->rect = rc[npc->ani_no];
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}
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}
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