cave-story-solaris/src/BossFrog.cpp
Gabriel Ravier 2990db9622 Added a few comments to some bosses
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2019-05-08 08:24:01 +02:00

543 lines
9.7 KiB
C++

#include "BossFrog.h"
#include "WindowsWrapper.h"
#include "Boss.h"
#include "Frame.h"
#include "Game.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
// Balfrog's mouth
static void ActBossChar02_01(void)
{
NPCHAR *boss;
int minus;
if (gBoss[0].direct == 0)
minus = 1;
else
minus = -1;
boss = &gBoss[1];
switch (gBoss[0].ani_no)
{
case 0:
boss->hit_voice = 52;
boss->hit.front = 0x2000;
boss->hit.top = 0x2000;
boss->hit.back = 0x2000;
boss->hit.bottom = 0x2000;
boss->size = 3;
boss->bits = 4;
break;
case 1:
boss->x = gBoss[0].x + -0x3000 * minus;
boss->y = gBoss[0].y - 0x3000;
break;
case 2:
boss->x = gBoss[0].x + -0x3000 * minus;
boss->y = gBoss[0].y - 0x2800;
break;
case 3:
case 4:
boss->x = gBoss[0].x + -0x3000 * minus;
boss->y = gBoss[0].y - 0x2000;
break;
case 5:
boss->x = gBoss[0].x + -0x3000 * minus;
boss->y = gBoss[0].y - 0x5600;
break;
}
}
static void ActBossChar02_02(void)
{
NPCHAR *boss = &gBoss[2];
switch (gBoss[0].ani_no)
{
case 0:
boss->hit_voice = 52;
boss->hit.front = 0x3000;
boss->hit.top = 0x2000;
boss->hit.back = 0x3000;
boss->hit.bottom = 0x2000;
boss->size = 3;
boss->bits = 4;
break;
case 1:
case 2:
case 3:
case 4:
case 5:
boss->x = gBoss[0].x;
boss->y = gBoss[0].y;
break;
}
}
// Main boss AI
void ActBossChar_Frog(void)
{
int i;
unsigned char deg;
int ym;
int xm;
// Rects 1-4 are for when Balfrog is a frog, 5-8 for when he reverts and goes into the ceiling
RECT rcLeft[9] = {
{0, 0, 0, 0},
{0, 48, 80, 112},
{0, 112, 80, 176},
{0, 176, 80, 240},
{160, 48, 240, 112},
{160, 112, 240, 200},
{200, 0, 240, 24},
{80, 0, 120, 24},
{120, 0, 160, 24},
};
RECT rcRight[9] = {
{0, 0, 0, 0},
{80, 48, 160, 112},
{80, 112, 160, 176},
{80, 176, 160, 240},
{240, 48, 320, 112},
{240, 112, 320, 200},
{200, 24, 240, 48},
{80, 24, 120, 48},
{120, 24, 160, 48},
};
NPCHAR *boss = gBoss;
switch (boss->act_no)
{
case 0:
boss->x = 0xC000;
boss->y = 0x19000;
boss->direct = 2;
boss->view.front = 0x6000;
boss->view.top = 0x6000;
boss->view.back = 0x4000;
boss->view.bottom = 0x2000;
boss->hit_voice = 52;
boss->hit.front = 0x3000;
boss->hit.top = 0x2000;
boss->hit.back = 0x3000;
boss->hit.bottom = 0x2000;
boss->size = 3;
boss->exp = 1;
boss->code_event = 1000;
boss->bits |= 0x8200;
boss->life = 300;
break;
case 10:
boss->act_no = 11;
boss->ani_no = 3;
boss->cond = 0x80;
boss->rect = rcRight[0];
gBoss[1].cond = -112;
gBoss[1].code_event = 1000;
gBoss[2].cond = 0x80;
gBoss[1].damage = 5;
gBoss[2].damage = 5;
for (i = 0; i < 8; ++i)
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
break;
case 20:
boss->act_no = 21;
boss->act_wait = 0;
// Fallthrough
case 21:
if (++boss->act_wait / 2 % 2)
boss->ani_no = 3;
else
boss->ani_no = 0;
break;
case 100:
boss->act_no = 101;
boss->act_wait = 0;
boss->ani_no = 1;
boss->xm = 0;
// Fallthrough
case 101:
if (++boss->act_wait > 50)
{
boss->act_no = 102;
boss->ani_wait = 0;
boss->ani_no = 2;
}
break;
case 102:
if (++boss->ani_wait > 10)
{
boss->act_no = 103;
boss->ani_wait = 0;
boss->ani_no = 1;
}
break;
case 103:
if (++boss->ani_wait > 4)
{
boss->act_no = 104;
boss->ani_no = 5;
boss->ym = -0x400;
PlaySoundObject(25, 1);
if (boss->direct == 0)
boss->xm = -0x200;
else
boss->xm = 0x200;
boss->view.top = 0x8000;
boss->view.bottom = 0x3000;
}
break;
case 104:
if (boss->direct == 0 && boss->flag & 1)
{
boss->direct = 2;
boss->xm = 0x200;
}
if (boss->direct == 2 && boss->flag & 4)
{
boss->direct = 0;
boss->xm = -0x200;
}
if (boss->flag & 8)
{
PlaySoundObject(26, 1);
SetQuake(30);
boss->act_no = 100;
boss->ani_no = 1;
boss->view.top = 0x6000;
boss->view.bottom = 0x2000;
if (boss->direct == 0 && boss->x < gMC.x)
{
boss->direct = 2;
boss->act_no = 110;
}
if (boss->direct == 2 && boss->x > gMC.x)
{
boss->direct = 0;
boss->act_no = 110;
}
SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
for (i = 0; i < 4; ++i)
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + boss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
}
break;
case 110:
boss->ani_no = 1;
boss->act_wait = 0;
boss->act_no = 111;
// Fallthrough
case 111:
++boss->act_wait;
boss->xm = 8 * boss->xm / 9;
if (boss->act_wait > 50)
{
boss->ani_no = 2;
boss->ani_wait = 0;
boss->act_no = 112;
}
break;
case 112:
if (++boss->ani_wait > 4)
{
boss->act_no = 113;
boss->act_wait = 0;
boss->ani_no = 3;
boss->count1 = 16;
gBoss[1].bits |= 0x20;
boss->tgt_x = boss->life;
}
break;
case 113:
if (boss->shock)
{
if (boss->count2++ / 2 % 2)
boss->ani_no = 4;
else
boss->ani_no = 3;
}
else
{
boss->count2 = 0;
boss->ani_no = 3;
}
boss->xm = 10 * boss->xm / 11;
if (++boss->act_wait > 16)
{
boss->act_wait = 0;
--boss->count1;
if (boss->direct == 0)
deg = GetArktan(boss->x - 0x4000 - gMC.x, boss->y - 0x1000 - gMC.y);
else
deg = GetArktan(boss->x + 0x4000 - gMC.x, boss->y - 0x1000 - gMC.y);
deg += (unsigned char)Random(-16, 16);
ym = GetSin(deg);
xm = GetCos(deg);
if (boss->direct == 0)
SetNpChar(108, boss->x - 0x4000, boss->y - 0x1000, xm, ym, 0, 0, 0x100);
else
SetNpChar(108, boss->x + 0x4000, boss->y - 0x1000, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
if (boss->count1 == 0 || boss->life < boss->tgt_x - 90)
{
boss->act_no = 114;
boss->act_wait = 0;
boss->ani_no = 2;
boss->ani_wait = 0;
gBoss[1].bits &= ~0x20;
}
}
break;
case 114:
if (++boss->ani_wait > 10)
{
if (++gBoss[1].count1 > 2)
{
gBoss[1].count1 = 0;
boss->act_no = 120;
}
else
{
boss->act_no = 100;
}
boss->ani_wait = 0;
boss->ani_no = 1;
}
break;
case 120:
boss->act_no = 121;
boss->act_wait = 0;
boss->ani_no = 1;
boss->xm = 0;
// Fallthrough
case 121:
if (++boss->act_wait > 50)
{
boss->act_no = 122;
boss->ani_wait = 0;
boss->ani_no = 2;
}
break;
case 122:
if (++boss->ani_wait > 20)
{
boss->act_no = 123;
boss->ani_wait = 0;
boss->ani_no = 1;
}
break;
case 123:
if (++boss->ani_wait > 4)
{
boss->act_no = 124;
boss->ani_no = 5;
boss->ym = -0xA00;
boss->view.top = 0x8000;
boss->view.bottom = 0x3000;
PlaySoundObject(25, 1);
}
break;
case 124:
if (boss->flag & 8)
{
PlaySoundObject(26, 1);
SetQuake(60);
boss->act_no = 100;
boss->ani_no = 1;
boss->view.top = 0x6000;
boss->view.bottom = 0x2000;
for (i = 0; i < 2; ++i)
SetNpChar(104, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
for (i = 0; i < 6; ++i)
SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
for (i = 0; i < 8; ++i)
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + boss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
if (boss->direct == 0 && boss->x < gMC.x)
{
boss->direct = 2;
boss->act_no = 110;
}
if (boss->direct == 2 && boss->x > gMC.x)
{
boss->direct = 0;
boss->act_no = 110;
}
}
break;
case 130:
boss->act_no = 131;
boss->ani_no = 3;
boss->act_wait = 0;
boss->xm = 0;
PlaySoundObject(72, 1);
for (i = 0; i < 8; ++i)
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
gBoss[1].cond = 0;
gBoss[2].cond = 0;
// Fallthrough
case 131:
if (++boss->act_wait % 5 == 0)
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
if (boss->act_wait / 2 % 2)
boss->x -= 0x200;
else
boss->x += 0x200;
if (boss->act_wait > 100)
{
boss->act_wait = 0;
boss->act_no = 132;
}
break;
case 132:
if (++boss->act_wait / 2 % 2)
{
boss->view.front = 0x2800;
boss->view.top = 0x1800;
boss->view.back = 0x2800;
boss->view.bottom = 0x1800;
boss->ani_no = 6;
}
else
{
boss->view.front = 0x6000;
boss->view.top = 0x6000;
boss->view.back = 0x4000;
boss->view.bottom = 0x2000;
boss->ani_no = 3;
}
if (boss->act_wait % 9 == 0)
SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
if (boss->act_wait > 150)
{
boss->act_no = 140;
boss->hit.bottom = 0x1800;
}
break;
case 140:
boss->act_no = 141;
// Fallthrough
case 141:
if (boss->flag & 8)
{
boss->act_no = 142;
boss->act_wait = 0;
boss->ani_no = 7;
}
break;
case 142:
if (++boss->act_wait > 30)
{
boss->ani_no = 8;
boss->ym = -0xA00;
boss->bits |= 8;
boss->act_no = 143;
}
break;
case 143:
boss->ym = -0xA00;
if (boss->y < 0)
{
boss->cond = 0;
PlaySoundObject(26, 1);
SetQuake(30);
}
break;
}
boss->ym += 0x40;
if (boss->ym > 0x5FF)
boss->ym = 0x5FF;
boss->x += boss->xm;
boss->y += boss->ym;
if (boss->direct == 0)
boss->rect = rcLeft[boss->ani_no];
else
boss->rect = rcRight[boss->ani_no];
ActBossChar02_01();
ActBossChar02_02();
}