cave-story-solaris/src/BossAlmo2.cpp
Clownacy 3e34136f69 Overhauled the NPC_flags, and applied them everywhere
No more raw values floating about in the decompiled code.
Been wanting to do this for ages.
2019-08-21 17:59:06 +00:00

732 lines
14 KiB
C++

#include "BossAlmo2.h"
#include "WindowsWrapper.h"
#include "Boss.h"
#include "Flash.h"
#include "Frame.h"
#include "Game.h"
#include "Map.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "Triangle.h"
static void ActBossCharA_Head(NPCHAR *npc)
{
RECT rect[4] = {
{0, 0, 72, 112},
{0, 112, 72, 224},
{160, 0, 232, 112},
{0, 0, 0, 0},
};
switch (npc->act_no)
{
case 10:
npc->act_no = 11;
npc->ani_no = 2;
npc->bits = NPC_IGNORE_SOLIDITY;
npc->view.front = 0x4800;
npc->view.top = 0x7000;
// Fallthrough
case 11:
npc->x = gBoss[0].x - 0x4800;
npc->y = gBoss[0].y;
break;
case 50:
npc->act_no = 51;
npc->act_wait = 112;
// Fallthrough
case 51:
if (--npc->act_wait == 0)
{
npc->act_no = 100;
npc->ani_no = 3;
}
break;
case 100:
npc->ani_no = 3;
break;
}
npc->rect = rect[npc->ani_no];
if (npc->act_no == 51)
npc->rect.bottom = npc->act_wait + npc->rect.top;
}
static void ActBossCharA_Tail(NPCHAR *npc)
{
RECT rect[3] = {
{72, 0, 160, 112},
{72, 112, 160, 224},
{0, 0, 0, 0},
};
switch (npc->act_no)
{
case 10:
npc->act_no = 11;
npc->ani_no = 0;
npc->bits = NPC_IGNORE_SOLIDITY;
npc->view.front = 0x5800;
npc->view.top = 0x7000;
// Fallthrough
case 11:
npc->x = gBoss[0].x + 0x5800;
npc->y = gBoss[0].y;
break;
case 50:
npc->act_no = 51;
npc->act_wait = 112;
// Fallthrough
case 51:
if (--npc->act_wait == 0)
{
npc->act_no = 100;
npc->ani_no = 2;
}
break;
case 100:
npc->ani_no = 2;
break;
}
npc->rect = rect[npc->ani_no];
if (npc->act_no == 51)
npc->rect.bottom = npc->act_wait + npc->rect.top;
}
static void ActBossCharA_Face(NPCHAR *npc)
{
RECT rect[5] = {
{0, 0, 0, 0},
{160, 112, 232, 152},
{160, 152, 232, 192},
{160, 192, 232, 232},
{248, 160, 320, 200},
};
switch (npc->act_no)
{
case 0:
npc->ani_no = 0;
break;
case 10:
npc->ani_no = 1;
break;
case 20:
npc->ani_no = 2;
break;
case 30:
npc->act_no = 31;
npc->ani_no = 3;
npc->act_wait = 100;
// Fallthrough
case 31:
if (++npc->act_wait > 300)
npc->act_wait = 0;
if (npc->act_wait > 250 && (npc->act_wait % 0x10) == 1)
PlaySoundObject(26, 1);
if (npc->act_wait > 250 && (npc->act_wait % 0x10) == 7)
{
SetNpChar(293, npc->x, npc->y, 0, 0, 0, 0, 0x80);
PlaySoundObject(101, 1);
}
if (npc->act_wait == 200)
PlaySoundObject(116, 1);
if (npc->act_wait > 200 && npc->act_wait % 2)
npc->ani_no = 4;
else
npc->ani_no = 3;
break;
}
npc->view.back = 0x4800;
npc->view.front = 0x4800;
npc->view.top = 0x2800;
npc->x = gBoss[0].x - 0x4800;
npc->y = gBoss[0].y + 0x800;
npc->bits = NPC_IGNORE_SOLIDITY;
npc->rect = rect[npc->ani_no];
}
static void ActBossCharA_Mini(NPCHAR *npc)
{
int deg;
RECT rect[3] = {
{256, 0, 320, 40},
{256, 40, 320, 80},
{256, 80, 320, 120},
};
if (npc->cond == 0)
return;
npc->life = 1000;
switch (npc->act_no)
{
case 0:
npc->bits &= ~NPC_SHOOTABLE;
break;
case 5:
npc->ani_no = 0;
npc->bits &= ~NPC_SHOOTABLE;
++npc->count2;
npc->count2 %= 0x100;
break;
case 10:
npc->ani_no = 0;
npc->bits &= ~NPC_SHOOTABLE;
npc->count2 += 2;
npc->count2 %= 0x100;
break;
case 20:
npc->ani_no = 1;
npc->bits &= ~NPC_SHOOTABLE;
npc->count2 += 2;
npc->count2 %= 0x100;
break;
case 30:
npc->ani_no = 0;
npc->bits &= ~NPC_SHOOTABLE;
npc->count2 += 4;
npc->count2 %= 0x100;
break;
case 200:
npc->act_no = 201;
npc->ani_no = 2;
npc->xm = 0;
npc->ym = 0;
// Fallthrough
case 201:
npc->xm += 0x20;
npc->x += npc->xm;
if (npc->x > (gMap.width * 0x200 * 0x10) + (2 * 0x200 * 0x10))
npc->cond = 0;
break;
}
if (npc->act_no < 50)
{
if (npc->count1)
deg = npc->count2 + 0x80;
else
deg = npc->count2 + 0x180;
npc->x = npc->pNpc->x - 0x1000 + 0x30 * GetCos(deg / 2);
npc->y = npc->pNpc->y + 0x50 * GetSin(deg / 2);
}
npc->rect = rect[npc->ani_no];
}
static void ActBossCharA_Hit(NPCHAR *npc)
{
switch (npc->count1)
{
case 0:
npc->x = gBoss[0].x;
npc->y = gBoss[0].y - 0x4000;
break;
case 1:
npc->x = gBoss[0].x + 0x3800;
npc->y = gBoss[0].y;
break;
case 2:
npc->x = gBoss[0].x + 0x800;
npc->y = gBoss[0].y + 0x4000;
break;
case 3:
npc->x = gBoss[0].x - 0x3800;
npc->y = gBoss[0].y + 0x800;
break;
}
}
void ActBossChar_Undead(void)
{
int i;
int x;
int y;
static int life;
static unsigned char flash;
NPCHAR *npc = gBoss;
BOOL bShock = FALSE;
switch (npc->act_no)
{
case 1:
npc->act_no = 10;
npc->exp = 1;
npc->cond = 0x80;
npc->bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SHOW_DAMAGE);
npc->life = 700;
npc->hit_voice = 114;
npc->x = 0x4A000;
npc->y = 0xF000;
npc->xm = 0;
npc->ym = 0;
npc->code_event = 1000;
npc->bits |= NPC_EVENT_WHEN_KILLED;
gBoss[3].cond = 0x80;
gBoss[3].act_no = 0;
gBoss[4].cond = 0x80;
gBoss[4].act_no = 10;
gBoss[5].cond = 0x80;
gBoss[5].act_no = 10;
gBoss[8].cond = 0x80;
gBoss[8].bits = NPC_IGNORE_SOLIDITY;
gBoss[8].view.front = 0;
gBoss[8].view.top = 0;
gBoss[8].hit.back = 0x5000;
gBoss[8].hit.top = 0x2000;
gBoss[8].hit.bottom = 0x2000;
gBoss[8].count1 = 0;
gBoss[9] = gBoss[8];
gBoss[9].hit.back = 0x4800;
gBoss[9].hit.top = 0x3000;
gBoss[9].hit.bottom = 0x3000;
gBoss[9].count1 = 1;
gBoss[10] = gBoss[8];
gBoss[10].hit.back = 0x5800;
gBoss[10].hit.top = 0x1000;
gBoss[10].hit.bottom = 0x1000;
gBoss[10].count1 = 2;
gBoss[11] = gBoss[8];
gBoss[11].cond |= 0x10;
gBoss[11].hit.back = 0x2800;
gBoss[11].hit.top = 0x2800;
gBoss[11].hit.bottom = 0x2800;
gBoss[11].count1 = 3;
gBoss[1].cond = 0x80;
gBoss[1].act_no = 0;
gBoss[1].bits = (NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE);
gBoss[1].life = 1000;
gBoss[1].hit_voice = 54;
gBoss[1].hit.back = 0x3000;
gBoss[1].hit.top = 0x2000;
gBoss[1].hit.bottom = 0x2000;
gBoss[1].view.front = 0x4000;
gBoss[1].view.top = 0x2800;
gBoss[1].pNpc = npc;
gBoss[2] = gBoss[1];
gBoss[2].count2 = 0x80;
gBoss[6] = gBoss[1];
gBoss[6].count1 = 1;
gBoss[7] = gBoss[1];
gBoss[7].count1 = 1;
gBoss[7].count2 = 0x80;
life = npc->life;
break;
case 15:
npc->act_no = 16;
bShock = TRUE;
npc->direct = 0;
gBoss[3].act_no = 10;
gBoss[4].ani_no = 0;
break;
case 20:
npc->act_no = 210;
bShock = TRUE;
npc->direct = 0;
gBoss[1].act_no = 5;
gBoss[2].act_no = 5;
gBoss[6].act_no = 5;
gBoss[7].act_no = 5;
break;
case 200:
npc->act_no = 201;
npc->act_wait = 0;
gBoss[3].act_no = 0;
gBoss[4].ani_no = 2;
gBoss[5].ani_no = 0;
gBoss[8].bits &= ~NPC_INVULNERABLE;
gBoss[9].bits &= ~NPC_INVULNERABLE;
gBoss[10].bits &= ~NPC_INVULNERABLE;
gBoss[11].bits &= ~NPC_SHOOTABLE;
gSuperYpos = 0;
CutNoise();
bShock = TRUE;
// Fallthrough
case 201:
++npc->act_wait;
if ((npc->direct == 2 || npc->ani_no > 0 || npc->life < 200) && npc->act_wait > 200)
{
++npc->count1;
PlaySoundObject(115, 1);
if (npc->life < 200)
{
npc->act_no = 230;
}
else
{
if (npc->count1 > 2)
npc->act_no = 220;
else
npc->act_no = 210;
}
}
break;
case 210:
npc->act_no = 211;
npc->act_wait = 0;
gBoss[3].act_no = 10;
gBoss[8].bits |= NPC_INVULNERABLE;
gBoss[9].bits |= NPC_INVULNERABLE;
gBoss[10].bits |= NPC_INVULNERABLE;
gBoss[11].bits |= NPC_SHOOTABLE;
life = npc->life;
bShock = TRUE;
// Fallthrough
case 211:
++flash;
if (npc->shock && flash / 2 % 2)
{
gBoss[4].ani_no = 1;
gBoss[5].ani_no = 1;
}
else
{
gBoss[4].ani_no = 0;
gBoss[5].ani_no = 0;
}
if (++npc->act_wait % 100 == 1)
{
gCurlyShoot_wait = Random(80, 100);
gCurlyShoot_x = gBoss[11].x;
gCurlyShoot_y = gBoss[11].y;
}
if (npc->act_wait < 300)
{
if (npc->act_wait % 120 == 1)
SetNpChar(288, npc->x - 0x4000, npc->y - 0x2000, 0, 0, 1, 0, 0x20);
if (npc->act_wait % 120 == 61)
SetNpChar(288, npc->x - 0x4000, npc->y + 0x2000, 0, 0, 3, 0, 0x20);
}
if (npc->life < life - 50 || npc->act_wait > 400)
npc->act_no = 200;
break;
case 220:
npc->act_no = 221;
npc->act_wait = 0;
npc->count1 = 0;
gSuperYpos = 1;
gBoss[3].act_no = 20;
gBoss[8].bits |= NPC_INVULNERABLE;
gBoss[9].bits |= NPC_INVULNERABLE;
gBoss[10].bits |= NPC_INVULNERABLE;
gBoss[11].bits |= NPC_SHOOTABLE;
SetQuake(100);
life = npc->life;
bShock = TRUE;
// Fallthrough
case 221:
if (++npc->act_wait % 40 == 1)
{
switch (Random(0, 3))
{
case 0:
x = gBoss[1].x;
y = gBoss[1].y;
break;
case 1:
x = gBoss[2].x;
y = gBoss[2].y;
break;
case 2:
x = gBoss[6].x;
y = gBoss[6].y;
break;
case 3:
x = gBoss[7].x;
y = gBoss[7].y;
break;
}
PlaySoundObject(25, 1);
SetNpChar(285, x - 0x2000, y, 0, 0, 0, 0, 0x100);
SetNpChar(285, x - 0x2000, y, 0, 0, 0x400, 0, 0x100);
}
++flash;
if (npc->shock && flash / 2 % 2)
{
gBoss[4].ani_no = 1;
gBoss[5].ani_no = 1;
}
else
{
gBoss[4].ani_no = 0;
gBoss[5].ani_no = 0;
}
if (npc->life < life - 150 || npc->act_wait > 400 || npc->life < 200)
npc->act_no = 200;
break;
case 230:
npc->act_no = 231;
npc->act_wait = 0;
gBoss[3].act_no = 30;
gBoss[8].bits |= NPC_INVULNERABLE;
gBoss[9].bits |= NPC_INVULNERABLE;
gBoss[10].bits |= NPC_INVULNERABLE;
gBoss[11].bits |= NPC_SHOOTABLE;
PlaySoundObject(25, 1);
SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0, 0, 0x100);
SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0x400, 0, 0x100);
SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0, 0, 0x100);
SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0x400, 0, 0x100);
SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0, 0, 0x100);
SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0x400, 0, 0x100);
life = npc->life;
bShock = TRUE;
// Fallthrough
case 231:
++flash;
if (npc->shock && flash / 2 % 2)
{
gBoss[4].ani_no = 1;
gBoss[5].ani_no = 1;
}
else
{
gBoss[4].ani_no = 0;
gBoss[5].ani_no = 0;
}
if (++npc->act_wait % 100 == 1)
{
gCurlyShoot_wait = Random(80, 100);
gCurlyShoot_x = gBoss[11].x;
gCurlyShoot_y = gBoss[11].y;
}
if (npc->act_wait % 120 == 1)
SetNpChar(288, npc->x - 0x4000, npc->y - 0x2000, 0, 0, 1, 0, 0x20);
if (npc->act_wait % 120 == 61)
SetNpChar(288, npc->x - 0x4000, npc->y + 0x2000, 0, 0, 3, 0, 0x20);
break;
case 500:
CutNoise();
npc->act_no = 501;
npc->act_wait = 0;
npc->xm = 0;
npc->ym = 0;
gBoss[3].act_no = 0;
gBoss[4].ani_no = 2;
gBoss[5].ani_no = 0;
gBoss[1].act_no = 5;
gBoss[2].act_no = 5;
gBoss[6].act_no = 5;
gBoss[7].act_no = 5;
SetQuake(20);
for (i = 0; i < 100; ++i)
SetNpChar(4, npc->x + (Random(-0x80, 0x80) * 0x200), npc->y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0);
DeleteNpCharCode(282, 1);
gBoss[11].bits &= ~NPC_SHOOTABLE;
for (i = 0; i < 12; ++i)
gBoss[i].bits &= ~NPC_INVULNERABLE;
// Fallthrough
case 501:
++npc->act_wait;
if (npc->act_wait % 0x10)
SetNpChar(4, npc->x + (Random(-0x40, 0x40) * 0x200), npc->y + (Random(-0x20, 0x20) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
npc->x += 0x40;
npc->y += 0x80;
if (npc->act_wait > 200)
{
npc->act_wait = 0;
npc->act_no = 1000;
}
break;
case 1000:
SetQuake(100);
++gBoss[0].act_wait;
if (gBoss[0].act_wait % 8 == 0)
PlaySoundObject(44, 1);
SetDestroyNpChar(gBoss[0].x + (Random(-0x48, 0x48) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), 1, 1);
if (gBoss[0].act_wait > 100)
{
gBoss[0].act_wait = 0;
gBoss[0].act_no = 1001;
SetFlash(gBoss[0].x, gBoss[0].y, 1);
PlaySoundObject(35, 1);
}
break;
case 1001:
SetQuake(40);
++gBoss[0].act_wait;
if (gBoss[0].act_wait > 50)
{
for (i = 0; i < 20; ++i)
gBoss[i].cond = 0;
DeleteNpCharCode(158, 1);
DeleteNpCharCode(301, 1);
}
break;
}
if (bShock)
{
SetQuake(20);
if (npc->act_no == 201)
gBoss[1].act_no = gBoss[2].act_no = gBoss[6].act_no = gBoss[7].act_no = 10;
if (npc->act_no == 221)
gBoss[1].act_no = gBoss[2].act_no = gBoss[6].act_no = gBoss[7].act_no = 20;
if (npc->act_no == 231)
gBoss[1].act_no = gBoss[2].act_no = gBoss[6].act_no = gBoss[7].act_no = 30;
PlaySoundObject(26, 1);
for (i = 0; i < 8; ++i)
SetNpChar(4, gBoss[4].x + (Random(-0x20, 0x10) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, 0, 0x100);
}
if (npc->act_no >= 200 && npc->act_no < 300)
{
if (npc->x < 0x18000)
npc->direct = 2;
if (npc->x > (gMap.width - 4) * 0x2000)
npc->direct = 0;
if (npc->direct == 0)
npc->xm -= 4;
else
npc->xm += 4;
}
switch (npc->act_no)
{
case 201:
case 211:
case 221:
case 231:
if (++npc->count2 == 150)
{
npc->count2 = 0;
SetNpChar(282, (gMap.width * 0x200 * 0x10) + 0x40, (Random(-1, 3) + 10) * 0x2000, 0, 0, 0, 0, 0x30);
}
else if (npc->count2 == 75)
{
SetNpChar(282, (gMap.width * 0x200 * 0x10) + 0x40, (Random(-3, 0) + 3) * 0x2000, 0, 0, 0, 0, 0x30);
}
break;
}
if (npc->xm > 0x80)
npc->xm = 0x80;
if (npc->xm < -0x80)
npc->xm = -0x80;
if (npc->ym > 0x80)
npc->ym = 0x80;
if (npc->ym < -0x80)
npc->ym = -0x80;
npc->x += npc->xm;
npc->y += npc->ym;
ActBossCharA_Face(&gBoss[3]);
ActBossCharA_Head(&gBoss[4]);
ActBossCharA_Tail(&gBoss[5]);
ActBossCharA_Mini(&gBoss[1]);
ActBossCharA_Mini(&gBoss[2]);
ActBossCharA_Mini(&gBoss[6]);
ActBossCharA_Mini(&gBoss[7]);
ActBossCharA_Hit(&gBoss[8]);
ActBossCharA_Hit(&gBoss[9]);
ActBossCharA_Hit(&gBoss[10]);
ActBossCharA_Hit(&gBoss[11]);
}